text
stringlengths 10
391k
|
---|
# Related changes
Enter a page name to see changes on pages linked to or from that page. (To see members of a category, enter Category:Name of category). Changes to pages on your Watchlist are in bold.
Recent changes options
Show last 50 | 100 | 250 | 500 changes in last 1 | 3 | 7 | 14 | 30 daysHide registered users | Hide anonymous users | Hide my edits | Show bots | Hide minor editsShow new changes starting from 17:24, 24 July 2023
Namespace:
all
(Main)
Talk
User
User talk
NetHackWiki
NetHackWiki talk
File
File talk
MediaWiki
MediaWiki talk
Template
Template talk
Help
Help talk
Category
Category talk
Source
Source talk
Forum
Forum talk
Video
Video talk
User blog
User blog talk
Blog
Blog talk
Module
Module talk
Invert selection Associated namespaceTag filter:Page name: Show changes to pages linked to the given page instead
List of abbreviations:
N
This edit created a new page (also see list of new pages)
m
This is a minor edit
b
This edit was performed by a bot
(±123)
The page size changed by this number of bytes
20 July 2023
13:29 Inediate (diff | hist) . . (-41) . . Darth l33t (talk | contribs) (Undo revision 152507 by Coz (talk) those are "g" and already covered) (Tag: Undo)
19 July 2023
16:47 Inediate (diff | hist) . . (+41) . . Coz (talk | contribs) (Added gargoyles and wingeds as inediate) |
# Sigil of tempest
Sigil of tempest is a technique in SLASH'EM. When used, it creates 3x3 explosions around you centered in a 7x7 area (excluding the 3x3 area around you, so you will not be hit) instead of firing a ray. This technique affects all ray-based spells except finger of death.
When used with sigil of control, the explosion can be controlled as if you cast fireball or cone of cold at skilled level or above in vanilla NetHack.
When used with sigil of discharge, the number of explosions doubles.
Bugs
Most ray-based spells in SLASH'EM, as well as fireball explosion, use six-sided damage dice. It seems sigil of tempest explosions were supposed to deal (XL/4 + bonus)d6 damage[1], however, due to what is probably a bug, they do only plain (XL/4 + bonus) damage[2], resulting in single digit damage in most cases, making the technique mostly useless.
↑ zap.c in SLASH'EM 0.0.7E7F2, line 2273
↑ cf. fireball code: zap.c in SLASH'EM 0.0.7E7F2, line 4246 |
# Related changes
Enter a page name to see changes on pages linked to or from that page. (To see members of a category, enter Category:Name of category). Changes to pages on your Watchlist are in bold.
Recent changes options
Show last 50 | 100 | 250 | 500 changes in last 1 | 3 | 7 | 14 | 30 daysHide registered users | Hide anonymous users | Hide my edits | Show bots | Hide minor editsShow new changes starting from 17:30, 24 July 2023
Namespace:
all
(Main)
Talk
User
User talk
NetHackWiki
NetHackWiki talk
File
File talk
MediaWiki
MediaWiki talk
Template
Template talk
Help
Help talk
Category
Category talk
Source
Source talk
Forum
Forum talk
Video
Video talk
User blog
User blog talk
Blog
Blog talk
Module
Module talk
Invert selection Associated namespaceTag filter:Page name: Show changes to pages linked to the given page instead
List of abbreviations:
N
This edit created a new page (also see list of new pages)
m
This is a minor edit
b
This edit was performed by a bot
(±123)
The page size changed by this number of bytes
21 July 2023
19:56
Asphynx (3 changes | history)
. .
(-13) . .
[Umbire the Phantom (3×)]
m
19:56
(cur | prev) . . (-16) . . Umbire the Phantom (talk | contribs) (→Strategy: *)
19:56
(cur | prev) . . (+8) . . Umbire the Phantom (talk | contribs) (→As a polyform: *)
m
19:55
(cur | prev) . . (-5) . . Umbire the Phantom (talk | contribs) (→Origin: word choice)
19:56 (Abuse filter log) . . Umbire the Phantom (talk | contribs) triggered filter 9, performing the action "edit" on Asphynx. Actions taken: Disallow (details)
18 July 2023
00:33
Deep orc (2 changes | history)
. .
(+114) . .
[Umbire the Phantom (2×)]
00:33
(cur | prev) . . (+123) . . Umbire the Phantom (talk | contribs) (→Generation: double-checked the file)
m
00:05
(cur | prev) . . (-9) . . Umbire the Phantom (talk | contribs) (→Generation: undo that - 4th floor orcs are mostly peaceful so 3rd floor is either mostly hardcoded hostiles or I got opposite luck on each floor)
17 July 2023
23:38
Deep orc (3 changes | history)
. .
(+108) . .
[Umbire the Phantom (3×)]
m
23:38
(cur | prev) . . (+20) . . Umbire the Phantom (talk | contribs) (clarify)
m
23:23
(cur | prev) . . (+1) . . Umbire the Phantom (talk | contribs) (→Generation: *)
23:23
(cur | prev) . . (+87) . . Umbire the Phantom (talk | contribs) (→Generation: peaceful) |
# Related changes
Enter a page name to see changes on pages linked to or from that page. (To see members of a category, enter Category:Name of category). Changes to pages on your Watchlist are in bold.
Recent changes options
Show last 50 | 100 | 250 | 500 changes in last 1 | 3 | 7 | 14 | 30 daysHide registered users | Hide anonymous users | Hide my edits | Show bots | Hide minor editsShow new changes starting from 17:32, 24 July 2023
Namespace:
all
(Main)
Talk
User
User talk
NetHackWiki
NetHackWiki talk
File
File talk
MediaWiki
MediaWiki talk
Template
Template talk
Help
Help talk
Category
Category talk
Source
Source talk
Forum
Forum talk
Video
Video talk
User blog
User blog talk
Blog
Blog talk
Module
Module talk
Invert selection Associated namespaceTag filter:Page name: Show changes to pages linked to the given page instead
List of abbreviations:
N
This edit created a new page (also see list of new pages)
m
This is a minor edit
b
This edit was performed by a bot
(±123)
The page size changed by this number of bytes
18 July 2023
19:00 User talk:Lysdexia (diff | hist) . . (+2,359) . . Cssdixieland (talk | contribs) (A few points regarding language style and 'corrections') |
# Related changes
Enter a page name to see changes on pages linked to or from that page. (To see members of a category, enter Category:Name of category). Changes to pages on your Watchlist are in bold.
Recent changes options
Show last 50 | 100 | 250 | 500 changes in last 1 | 3 | 7 | 14 | 30 daysHide registered users | Hide anonymous users | Hide my edits | Show bots | Hide minor editsShow new changes starting from 17:40, 24 July 2023
Namespace:
all
(Main)
Talk
User
User talk
NetHackWiki
NetHackWiki talk
File
File talk
MediaWiki
MediaWiki talk
Template
Template talk
Help
Help talk
Category
Category talk
Source
Source talk
Forum
Forum talk
Video
Video talk
User blog
User blog talk
Blog
Blog talk
Module
Module talk
Invert selection Associated namespaceTag filter:Page name: Show changes to pages linked to the given page instead
List of abbreviations:
N
This edit created a new page (also see list of new pages)
m
This is a minor edit
b
This edit was performed by a bot
(±123)
The page size changed by this number of bytes
24 July 2023
m 05:20 Dot (diff | hist) . . (-1) . . Umbire the Phantom (talk | contribs) (→dNetHack: typo)
01:17 N (diff | hist) . . (+65) . . Umbire the Phantom (talk | contribs) (improve formatting, reorg, etc.)
m 00:17 , (diff | hist) . . (-2) . . Umbire the Phantom (talk | contribs) (tweak)
23 July 2023
23:12
Dot (3 changes | history)
. .
(+684) . .
[Umbire the Phantom (3×)]
23:12
(cur | prev) . . (+112) . . Umbire the Phantom (talk | contribs) (add use)
23:06
(cur | prev) . . (+20) . . Umbire the Phantom (talk | contribs) (→dNetHack: tweak)
23:02
(cur | prev) . . (+552) . . Umbire the Phantom (talk | contribs) (format)
05:57
, (8 changes | history)
. .
(+420) . .
[Umbire the Phantom (2×); Ion frigate (6×)]
m
05:57
(cur | prev) . . (0) . . Umbire the Phantom (talk | contribs) (ack)
05:57
(cur | prev) . . (-9) . . Umbire the Phantom (talk | contribs) (Oh hey, wanted to do this myself but got sidetracked. Lemme polish it up)
05:41
(cur | prev) . . (+2) . . Ion frigate (talk | contribs) (trying not to use item in two different senses)
05:37
(cur | prev) . . (0) . . Ion frigate (talk | contribs) (this seems least bad)
05:37
(cur | prev) . . (-10) . . Ion frigate (talk | contribs) ("comma character" does sound weird)
05:27
(cur | prev) . . (+78) . . Ion frigate (talk | contribs) (Another use - menu should perhaps be its own article)
05:22
(cur | prev) . . (-1) . . Ion frigate (talk | contribs) (whitespace)
05:17
(cur | prev) . . (+360) . . Ion frigate (talk | contribs) (Expand this into its own article) (Tag: Removed redirect)
05:19 Template:ASCII (diff | hist) . . (-15) . . Ion frigate (talk | contribs) (fix link now that this is its own article)
05:18
Unused symbols (2 changes | history)
. .
(-383) . .
[Umbire the Phantom; Ion frigate]
05:18
(cur | prev) . . (-140) . . Ion frigate (talk | contribs) (remove reference to ,)
00:32
(cur | prev) . . (-243) . . Umbire the Phantom (talk | contribs) (Then it's not unused)
m 00:35 ` (diff | hist) . . (+13) . . Umbire the Phantom (talk | contribs) (→Historical uses: word choice)
22 July 2023
m 07:35
0 (2 changes | history)
. .
(+8) . .
[Umbire the Phantom (2×)]
m
07:35
(cur | prev) . . (+9) . . Umbire the Phantom (talk | contribs) (potholes)
m
06:46
(cur | prev) . . (-1) . . Umbire the Phantom (talk | contribs) (spacing, typo)
21 July 2023
m 17:58 Elbereth (diff | hist) . . (-3) . . Silverwing235 (talk | contribs) (→History: typo/grammar, punctuation) |
# Talk:Mind flayer
What exactly does the remote attack do, and what is the radius? Specifically, is it the same brain-sucking attack but at a range - and can it cause amnesia? I have a pet Master Mind Flayer, and I see him "lock on to the (monster)" but I haven't noticed what it does. Floatingeye 03:27, 20 March 2008 (UTC)
The remote sensing is not an attack, it is more like a homing signal. Mind flayers, being so senistive to thought patterns, can detect (especially telepathic) intelligent beings and will move to engage them to suck their brains. The messages are simply indicating that a suitable target has been found. You can spend forever on a level with a hostile (master) mind flayer and suffer no ill effects if you do not get close enough for them to melee you (or they pick up and use missile weapons, polearms or wands!). As to a pet mind flayer, they should ultimately follow the same rules and seek out the enemy and... gorge themselves. -- Kalon 04:03, 20 March 2008 (UTC)
That's not entirely true. There are two separate messages a hostile (master) mind flayer might elicit. The first simply indicates that there is a (master) mind flayer on the level and you have intrinsic telepathy. No direct ill effects. The second occurs when the flayer is relatively near you and actually does a small amount of damage. When you have a tame flayer, this second type of "attack" is converted to a small healing effect. 138.67.20.187 02:00, 8 January 2009 (UTC)
Err, no healing either. A tame mind flayer has no effect at all, except to annoy the player with spurious messages. --Tjr 10:22, 17 March 2012 (UTC)
Contents
1 What gives?
2 Mind flayers and undead
3 Mind flayers surviving stoning
4 Movement
5 lurking
What gives?
I'm playing in discovery mode and today I've run into Mind Flayers for the first time. For some reason, my blessed unicorn horn does nothing to restore the lost INT? No ring of sustain ability worn. --88.112.27.29 01:18, 18 October 2008 (UTC)
It's supposed to be like that. Sorry! Fredil Yupigo 01:55, 18 October 2008 (UTC)
Seconded. The physical attack of a mind flayer literally sucks your brains out, whereas a unicorn horn removes temporary (usually magical) afflictions. -- Kalon 23:00, 19 October 2008 (UTC)
I was able to increase my Knights intelligence with blessed +0 unicorn horn to 9 after battling with mind flayer lowered it to 5. --sjs
I _think_, but I'm not totally sure, that's what happened to me too (although I had "only" lost 1 Int)... I was a little surprised that my Int recovered, and I thought I must have lost it in another way... Still, it did not cure amnesia... which was a bit more of a nuisance than a mere 1 point stat drop... - Blueshade 03:54, 8 November 2008 (UTC)
adjattrib() only adjusts A_BASE if change is positive, there's no way it'd make a negative stat change permanent. And wizmode/wizbones testing confirms this, unihorns work fine. At least wiztest before changing the wiki, guys... 71.147.48.178 19:14, 30 November 2008 (UTC)
Mind flayers and undead
Will being polymorphed into an undead monster protect you from a mind flayer's "brain drain"? Supermagle 12:00, 7 January 2009 (UTC)
Unfortunately, no. 98.169.69.185 00:19, 8 January 2009 (UTC)
Mind flayers surviving stoning
The article says: "It only takes one hit (unless the mind flayer eats a lizard corpse)."
Can they really eat lizard corpses? Also, isn't it instantly stoned upon being hit? Muad 00:26, 4 June 2009 (UTC)
I've seen monsters (soldiers and some others) eat acidic / lizard corpses, so it does happen. Remember, the hero and the rest of the world take turns moving. -Tjr 12:47, 4 June 2009 (UTC)
A monster can take one turn to save itself, but for some reason doesn't simply retaliate which is why you might think there is no chance. In that turn a monster can use an inventory item or (move and) eat an acidic or lizard corpse.--PeterGFin 13:04, 19 November 2011 (UTC)
Movement
Can they fly? I was kind of expecting that a large ring of lava pools would keep some mind flayers at bay (wizard mode, of course), but they didn't seem to mind crossing it to get me. Aeronflux 00:08, 20 July 2009 (UTC)
Yes. Tjr 06:51, 20 July 2009 (UTC)
lurking
i guess this is more of a general question about mob movement, but it's happening to me with a master mind flayer.
i'm on medusa's island and there're two master mind flayers.
the first is inside the opening room. i dug down and came back up so the door's still hidden. i'll deal with him later.
the other one's just standing there in the middle of the sea. if i go towards him he'll move towards me, but if i run away he won't follow. which rather undermines my "burned elbereth and stack of daggers" plan.
i was under ther impression that mobs who weren't upstairs wusses would blunder towards you if they could see you, no matter what. the elbereth would only prevent them from attacking you, not coming up to you.
what is going on? is my understanding, as ever, flawed? --194.116.198.188 12:43, 13 March 2012 (UTC)
The mind flayer should make a bee line for you no matter what. Sight doesn't matter. Perhaps things aren't as simple if you are too far away, but I've seen nothing in the code to that effect. --Tjr 10:25, 17 March 2012 (UTC) |
# Spellbook of detect food
spellbook of + detect food
Appearance
random
Abundance
3.05%
Base price
200 zm
Weight
50
Turns to read
3
Ink to write
10–19
Spell type
divination
Level
2
Power cost
10 Pw
Direction
non-directional
Equivalent
scroll of food detection
In NetHack, the spellbook of detect food allows you to learn the detect food spell.
Effects
Casting this spell has the same effect as the scroll of food detection, revealing the location of all comestibles on the level, on the ground and even in monster inventories. If cast at Skilled or Expert, you will also acquire the food appraisal intrinsic. This spell is the only one in NetHack that does not cause spell hunger at all, which is especially important given its function.
Strategy
The obvious use is finding food on the level if you are short on permafood, and can be used to train other divination spells. This can be a real lifesaver in a fix, but beware - it will also display tainted and poisoned corpses, as well as corpses that can cause petrification or other harmful effects.
As you go deeper into the dungeons, food becomes more abundant, and this spell loses much of its base value. However, once you become Skilled or Expert in divination, you can use it as a faux-permanent food appraisal intrinsic by recasting every time you get a warning, as it drains very little energy.
Messages
Replace
<nose> in the messages with the appropriate equivalent based on your current form.
Your <nose> starts to tingle.
You cast the spell at skilled or expert level and gained the food appraisal intrinsic. This is printed following any of the other messages when casting the spell at skilled level or higher, with exceptions noted below.
Your <nose> starts to tingle and you smell food.
You cast the spell at skilled or expert level, there are comestibles on the level, and you gain the food appraisal intrinsic.
Your <nose> continues to tingle and you smell food.
As above, but you already have the food appraisal intrinsic.
Your <nose> twitches then starts to tingle.
You cast the spell at skilled level or higher, but there were no comestibles on the level, and you gain the food appraisal intrinsic.
Your <nose> twitches.
You cast the spell at any level, and there were no comestibles on the level; additionally, you cast the spell at skilled level or higher, and already have the food appraisal intrinsic.
You smell food nearby.
You cast the spell, and the only comestibles on the level are on your square.
You sense a lack of food nearby.
You cast the spell after previously detecting comestibles on the level, but they are gone now. The additional message for gaining the food appraisal intrinsic at skilled level or higher is not included.
You have a strange feeling for a moment, then it passes.
You cast the spell as a beginner, and there are no comestibles on the level.
You have a normal feeling for a moment, then it passes.
As above while hallucinating.
This page is based on a spoiler by Dylan O'Donnell. The original license is:
Redistribution, copying, and editing of these spoilers, with or without modification, are permitted provided that the following conditions are met:
The original contributors to any spoiler must continue to be credited.
Any modifications to the spoiler must be acknowledged and credited.
This page may need to be updated for the current version of NetHack.
It may contain text specific to NetHack 3.6.4. Information on this page may be out of date.
Editors: After reviewing this page and making necessary edits, please change the {{nethack-364}} tag to the current version's tag or {{noversion}} as appropriate.
</nose></nose></nose></nose></nose></nose> |
# Related changes
Enter a page name to see changes on pages linked to or from that page. (To see members of a category, enter Category:Name of category). Changes to pages on your Watchlist are in bold.
Recent changes options
Show last 50 | 100 | 250 | 500 changes in last 1 | 3 | 7 | 14 | 30 daysHide registered users | Hide anonymous users | Hide my edits | Show bots | Hide minor editsShow new changes starting from 17:58, 24 July 2023
Namespace:
all
(Main)
Talk
User
User talk
NetHackWiki
NetHackWiki talk
File
File talk
MediaWiki
MediaWiki talk
Template
Template talk
Help
Help talk
Category
Category talk
Source
Source talk
Forum
Forum talk
Video
Video talk
User blog
User blog talk
Blog
Blog talk
Module
Module talk
Invert selection Associated namespaceTag filter:Page name: Show changes to pages linked to the given page instead
List of abbreviations:
N
This edit created a new page (also see list of new pages)
m
This is a minor edit
b
This edit was performed by a bot
(±123)
The page size changed by this number of bytes
23 July 2023
09:37 Croesus (diff | hist) . . (+19) . . Umbire the Phantom (talk | contribs) (lede, refsrc, ver, reorder and re-prio strategy)
22 July 2023
06:37 Black light (diff | hist) . . (+181) . . Umbire the Phantom (talk | contribs) (→Variants: Grunt) |
# Horn
In NetHack, a horn may refer to:
is a type of tool in NetHack, and is usually
The body parts of certain monsters such as horned devils and minotaurs.
A unicorn horn, which can be retrieved from the corpse of a unicorn and used as a tool and even a weapon.
The unidentified appearance of one of the following:
A tooled horn
A fire horn or frost horn
A horn of plenty
The non-weapon horns are made of bone and weigh 18 aum; the tooled horn has a base cost of 15zm, while the others cost 50zm. Except for the horn of plenty, all horns can be played as musical instruments. A unicorn horn can also appear as "a horn" if you move over an unknown one while blind.
Encyclopaedia entry
Roland hath set the Olifant to his mouth,
He grasps it well, and with great virtue sounds.
High are those peaks, afar it rings and loud,
Thirty great leagues they hear its echoes mount.
So Charles heard, and all his comrades round;
Then said that King: "Battle they do, our counts!"
And Guenelun answered, contrarious:
"That were a lie, in any other mouth."
[ The Song of Roland ]
This is a disambiguation page: a list of articles associated with the same title. |
# User talk:Glisignoli
Welcome!
Welcome!
Hi! Welcome, and thanks for contributing to NetHackWiki!
The How to help and Style guide pages are excellent starting points.
Recent changes is a great first stop, because you can see what other people are editing right this minute, and where you can help.
Questions? Need help? You can ask on my talk page, at the Community Portal or on the talk page associated with each article! Just remember to sign those posts with four tildes: ~~~~. That will expand to create a signature.
I'm really happy to have you here, and look forward to working with you! -- Paxed (Talk) 22:41, 24 May 2009 |
# Larva
The larva, maggot, and dung worm form a chain of related monsters added in SLASH'EM.
Larva
w larva
Difficulty
2
Attacks
Bite 1d2
w larva
Difficulty
2
Attacks
Bite 1d2
Base level
1
Base experience
8
Speed
6
Base AC
9
Base MR
0
Alignment
0 (neutral)
Frequency (by normal means)
2 (Quite rare)
Genocidable
Yes
Weight
150
Nutritional value
100
Size
Medium
Resistances
sleep, poison
Resistances conveyed
sleep (7%)
A larva:
cannot pick up items.
has no limbs.
is an animal.
has a serpent body.
regenerates HP quickly.
is poisonous to eat.
does not eat. (*)
is neither male nor female.
is normally generated hostile.
wanders randomly.
can follow you to other levels.
normally appears in small groups.
Reference
SLASH'EM_0.0.7E7F2/monst.c#line1704
A larva, w, is a worm that appears in SLASH'EM. This is among the easiest monsters to defeat. Its corpse is poisonous but has a small chance of granting sleep resistance.
Maggot
w maggot
Difficulty
3
Attacks
Bite 1d3
w maggot
Difficulty
3
Attacks
Bite 1d3
Base level
2
Base experience
17
Speed
9
Base AC
5
Base MR
0
Alignment
0 (neutral)
Frequency (by normal means)
2 (Quite rare)
Genocidable
Yes
Weight
10
Nutritional value
10
Size
Small
Resistances
None
Resistances conveyed
None
A maggot:
can hide under items.
cannot pick up items.
has no limbs.
is an animal.
has a serpent body.
is carnivorous.
is normally generated hostile.
normally appears in small groups.
Reference
SLASH'EM_0.0.7E7F2/monst.c#line1714
A larva can grow up (down?) into a maggot, w. Unlike a larva, a maggot is neither poisonous to eat nor do they provide sleep resistance. They are also significantly smaller, weighing only 10 and also providing only 10 nutrition.
Dung worm
w dung worm
Difficulty
4
Attacks
Bite 1d4
w dung worm
Difficulty
4
Attacks
Bite 1d4
Base level
3
Base experience
28
Speed
9
Base AC
5
Base MR
0
Alignment
0 (neutral)
Frequency (by normal means)
2 (Quite rare)
Genocidable
Yes
Weight
10
Nutritional value
10
Size
Small
Resistances
None
Resistances conveyed
None
A dung worm:
cannot pick up items.
has no limbs.
is an animal.
has a serpent body.
is carnivorous.
is normally generated hostile.
normally appears in small groups.
Reference
SLASH'EM_0.0.7E7F2/monst.c#line1721
A larva can grow up into a dung worm, w, the final stage of the SLASH'EM worm growth chain. They are identical to the younger maggot apart from doing 1d4 damage instead of 1d3 and having a higher base level.
Page should probably be renamed. This page is a SLASH'EM related stub. Should you wish to do so, you can contribute by expanding this page. |
# Talk:M2_NASTY
alpha==good
is there a reason why the monsters on this page are not sorted alphabetically? or at the very least grouped by type and then sorted? also, is there a need for the summaries as well as the detail in the same section? listing of individual dragons as well as "all adult dragon" seems a bit redundant. the list also only contains the vanilla dragons, are the slashem dragons nasty too? should they get their own section? --195.50.80.61 11:12, October 6, 2010 (UTC)
The list is divided into four sections: Vanilla monsters that can appear from the Summon Nasties spell, monsters in Vanilla with M2_NASTY set, SLASH'EM monsters that can also appear from Summon Nasties, and SLASH'EM monsters that have M2_NASTY. Note that the two lists are actually unrelated; ogre kings, for example, do NOT have M2_NASTY. The order of the Summon Nasties monsters matches that of the array in Wizard.c (line 26). As far as I can tell the order has no effect whatsoever on what gets generated, so it's probably just in that order so it matches Wizard.c. -- Qazmlpok 12:11, October 6, 2010 (UTC)
Splitting the page
The fact that the summon nasties-nasties and the M2_NASTY-nasties are both called "nasties" tends to cause confusion. I'd like to split this page (which is mostly a list, anyway) into two because of that; it'd probably make sense for the list of "summoned" nasties to be on the summon nasties page, I think. The "flag" nasties could be left on this page, ideally with a note
For "nasties" summoned by spellcasters, see summon nasties.
at the top. Alternatively, this page could be moved to M2_NASTY and nasty would be either a redirect to one of them or a disambiguation page (though people are probably more likely to search for information about summon nasties).
Thoughts/complaints? —bcode talk | mail 16:59, 26 November 2012 (UTC)
Sounds fine to me, as long as each split page has a note at the top. "nasty" should either go to the summon nasty page or a disambiguation page (not the M2_NASTY page). The related source of confusion is the info box on each monster's page. For instance, if you look up Archon, it says that they are "nasty". I assumed that meant that they could be summoned via summon nasties. How could we fix those? Derekt75 (talk) 05:30, 27 November 2012 (UTC)
Rather than use the word [M2_nasty|nasty] in the monster template, do you think it would be clearer to just use [M2_NASTY]? Derekt75 (talk) 18:29, 28 November 2012 (UTC)
I think we should move this part of the discussion to Template talk:Attributes. (Your concern is valid, though.) —bcode talk | mail 18:35, 28 November 2012 (UTC) |
# Nightgaunt
A nightgaunt is a monster in SLASH'EM and dNetHack.
Contents
1 SLASH'EM
1.1 Strategy
1.2 Appearance
1.3 References
2 dNetHack
2.1 Strategy
SLASH'EM
B nightgaunt
Difficulty
19
Attacks
Claw tickle 1d6, Claw tickle 1d6
B nightgaunt
Difficulty
19
Attacks
Claw tickle 1d6, Claw tickle 1d6
Base level
15
Base experience
unknown
Speed
20
Base AC
−2
Base MR
50
Alignment
−6 (chaotic)
Frequency (by normal means)
2 (Quite rare)
Genocidable
Yes
Weight
1300
Nutritional value
100
Size
Medium
Resistances
sleep, poison, cold
Resistances conveyed
cold (100%)
A nightgaunt:
can fly.
does not breathe.
has no eyes.
has a thick hide.
regenerates HP quickly.
can see invisible creatures.
is poisonous to eat.
is omnivorous.
is normally generated hostile.
wanders randomly.
can follow you to other levels.
is strong.
can pick up weapons and food.
can pick up magical items.
has infravision.
can be seen through infravision.
normally appears in small groups.
may turn against you when tame.
Reference
SLASH'EM 0.0.7E7F2/monst.c#line2101
Small groups of nightgaunts are commonly seen in later levels of both the Dungeons of Doom and Gehennom. They possess a unique attack, AD_TCKL,[1] which behaves exactly the same as a paralysis attack except for having a different message, and abusing constitution in addition to dexterity.
Strategy
The paralysis attack is no particular threat, as it is affected by magic cancellation, and one is highly unlikely to encounter these monsters before having MC 3. They are mostly a threat for being hard to kill; having a base level of 15, even with your best weapon they will take quite a few hits. Since they are generated in groups and are quite fast, like the bats with whom they share a glyph, they can be quite a nuisance. The amount of physical damage they do is not particularly high, but from two or three of them over the period of time it will take to destroy them, can wear you down. Note that they are capable of picking up and using wands and other magic items.
Chatting with a nightgaunt will produce the message "The nightgaunt squeaks." This is likely a holdover from bats.
Appearance
Nightgaunts come from the works of H.P. Lovecraft. They are humanoid, thin, black, and faceless. Their skin is slick and rubbery. They have a pair of inward-facing horns on their heads, clawed hands and a long barbed tail. They can fly using a set of membranous wings. They make no sound.
References
↑ mhitu.c in SLASH'EM 0.0.7E7F2, line 1416
dNetHack
g nightgaunt
Difficulty
17
Attacks
Claw tickle 1d6
g nightgaunt
Difficulty
17
Attacks
Claw tickle 1d6
Base level
15
Base experience
650
Speed
13
Base AC
−2
Base MR
50
Alignment
0 (neutral)
Frequency (by normal means)
1 (Very rare)
Genocidable
Yes
Weight
1450
Nutritional value
400
Size
Medium
Resistances
sleep, poison, cold
Resistances conveyed
cold
A nightgaunt:
can fly.
does not breathe.
has no eyes.
regenerates HP quickly.
can see invisible creatures.
is poisonous to eat.
is omnivorous.
is normally generated hostile.
wanders randomly.
can follow you to other levels.
is strong.
can pick up weapons and food.
can pick up magical items.
can be seen through infravision.
normally appears in small groups.
may turn against you when tame.
Small groups of nightgaunts are found in later levels of both the Dungeons of Doom and Gehennom. They possess a unique tickling attack, with which they can strip you of your secondary weapon, your cloak, and your armor, as well as immobilizing you. In dNetHack, nightgaunts are a g rather than a B like SLASH'EM.
Strategy
The tickling attack is high dangerous. It is affected by MC, but is only partially mitigated. If the tickling attack is not resisted by your MC, you will be paralyzed for a short period and may drop your wielded weapon(s). If the tickling attack is blocked by your MC, the nightgaunt will instead attempt to remove some of your equipment, or failing that paralyze you. Note that free action will prevent the paralysis but will not affect the removal of any armor.
If you are wearing a cloak, they will attempt to remove it and drop it in your square.
If you aren't wearing a cloak, but have an alternate weapon readied, they will remove it from your inventory and drop it in your square.
If you aren't wearing a cloak and don't have an alternate weapon readied, they will attempt to remove any body armor you are wearing and drop it in your square.
If you aren't wearing any body armor, you will be paralyzed for a short amount of time unless you have free action. This can happen even if you are wielding weapons, and has an additional chance to make you drop your weapons. You have a 2/3 chance of being paralyzed for one turn, and a 1/3 chance of being paralyzed for d10 turns.
Only one piece of equipment can be removed per attack.
They are somewhat hard to kill; having a base level of 15, even with your best weapon they may take quite a few hits. Since they are generated in groups and are quite fast, they can be a serious threat. They are vulnerable to death rays and are a valid genocide target. They can also be warded off by the Elder Sign, Elbereth (elves only), or a Heptagram. |
# DevTeam
A user has suggested improving this page or section as follows:
"Some devs "sign" their code comments with various shorthands. Maybe we could find and set these in connection with the corresponding developers?"
The DevTeam is the group of people who develop vanilla NetHack. They have their own mailing lists, and you can reach them by emailing [email protected]. The core devteam is responsible for NetHack proper, and there are several other people maintaining the different window ports.
Members
Core devteam
Michael Allison
Ken Arromdee (1988-1994, 1995-2000)
David Cohrs
Jessie Collet
Kevin Hugo
Ken Lorber
Dean Luick
Pat Rankin
Mike Stephenson
Janet Walz
Paul Winner
Warwick Allison
Sean Hunt
Derek S. Ray
Pasi Kallinen
Alex Smith
Patric Mueller
Window Port Maintainers
Pat Rankin (VMS)
Michael Allison (MS-DOS, Windows)
Dean Luick (Mac)
Mark Modrall (Mac)
Kevin Hugo (Mac)
David Cohrs (Windows)
Alex Kompel (Windows)
Dion Nicolaas (Windows)
Yitzhak Sapir (Windows)
Ron Van Iwaarden (OS/2)
Janne Salmijärvi (Amiga)
Teemu Suikki (Amiga)
Christian "Marvin" Bressler (Atari) |
# Related changes
Enter a page name to see changes on pages linked to or from that page. (To see members of a category, enter Category:Name of category). Changes to pages on your Watchlist are in bold.
Recent changes options
Show last 50 | 100 | 250 | 500 changes in last 1 | 3 | 7 | 14 | 30 daysHide registered users | Hide anonymous users | Hide my edits | Show bots | Hide minor editsShow new changes starting from 17:56, 24 July 2023
Namespace:
all
(Main)
Talk
User
User talk
NetHackWiki
NetHackWiki talk
File
File talk
MediaWiki
MediaWiki talk
Template
Template talk
Help
Help talk
Category
Category talk
Source
Source talk
Forum
Forum talk
Video
Video talk
User blog
User blog talk
Blog
Blog talk
Module
Module talk
Invert selection Associated namespaceTag filter:Page name: Show changes to pages linked to the given page instead
List of abbreviations:
N
This edit created a new page (also see list of new pages)
m
This is a minor edit
b
This edit was performed by a bot
(±123)
The page size changed by this number of bytes
18 July 2023
11:08 Nonliving (diff | hist) . . (+212) . . Tomsod (talk | contribs) (add effects and class templates) |
# Pit
^ pit
Generates
Anywhere
Effect
Prevents movement, damage
A pit ^ is a trap consisting of a hole in the ground that is not deep enough to lead to the next level; it opens up and becomes visible when you walk over it.
Contents
1 Generation
2 Effects
3 Untrapping
4 Buried objects
5 Strategy
6 SLASH'EM
7 Encyclopedia entry
8 References
Generation
Pits may be randomly generated at any dungeon level, anywhere that traps are normally generated, with the exception that they cannot be generated beneath a boulder.[1]
You can dig down with a pick-axe, or zap a wand of digging down on a undiggable floor; this creates a pit on the square you are standing on. You can also create pits by applying a wand of digging or a charged drum of earthquake, which will create pits around you.
Pits that you create are effectively the same as randomly generated pits, except that they are recorded as being created by you, and as such will anger peaceful monsters who fall into them.
Effects
Falling into a pit causes 1d6 damage, and will also abuse strength and dexterity; falling into a pit as a pit fiend or a pit viper will generate YAFM. Spiked pits can be found as well and use a similar glyph.
While in the pit, any light source you are carrying will not travel beyond the walls of the pit, and it takes 3-7 turns to "climb to the edge" and escape. There is a to-hit bonus when attacking trapped monsters, and a penalty for trapped attackers. Flying or levitation can be used to cross pits without falling in, with the exception of those generated on the first floor in Sokoban; air currents will force the character into the pit, preventing them from flying or floating across to the stairs. A character that dies as a result of this is listed as "killed by dangerous winds".
Pits can be removed by pushing a boulder into them. Any item the boulder covers will remain undisturbed by monsters until you dig it up again or it rots away.
Untrapping
Monsters, including your pets, can be rescued from a pit trap using the #untrap extended command. If successful, the monster may become peaceful if it was previously hostile. Lawful characters may get a +1 alignment bonus for helping a monster out of a pit. If the monster "backs away skeptically", try repeating the #untrap command several times.
If the monster cannot go anywhere for lack of space, as in the Sokoban pits, it will likely immediately fall back into the pit. However, killing it this way does not break pacifist conduct, and having a pet die this way does not anger your god as killing your pet by displacing it into the pit would.
Some monsters may be too heavy to rescue from a pit, but the attempt to untrap them may still render the trapped monster peaceful.
"The dwarf falls into a pit!"
"You reach for the dwarf. The dwarf is grateful!"
"The ogre lord is too heavy for you to lift. The ogre lord thinks it was nice of you to try."
Buried objects
Some of the gold and gems created by the game in solid rock are buried - if any such items found by some form of object detection or gold detection disappear when the player is adjacent to them, this means they are buried underneath that tile, and the player must dig a pit in that location to retrieve them.
If you drop something into a pit, and then plug the pit with a boulder, the objects become buried and are totally inaccessible to monsters. While a somewhat easier stashing method, this is not entirely practical: Organic materials (including large boxes and chests) will rot away within 250 turns,[2] and you would need a new boulder for each access.
Strategy
Pits can be deadly to a player character in the early game, especially for little dogs and kittens. A player wielding a cockatrice corpse without levitation should be careful not to step on any square that might be a pit; a simple way to do so is to unwield it before moving anywhere.
Player-dug pits can be useful for hunting unicorns, controlling aligned priest and shopkeeper movement even when they are angry‚ and making Fort Ludios soldiers easier to kill right at the choke point. In addition, many other forms of trap can be removed by digging a pit on their square. However, they can also anger peaceful monsters who fall into them - notably including the Minetown watchmen. Monsters that die from your pits will only earn you experience if you create a pit right under them (by applying a wand of digging or charged drum of earthquake) or displace them in; doing so also breaks pacifist conduct.
You cannot create pits with a pickaxe or by zapping a wand of digging down at an altar; applying a wand of digging or a charged drum of earthquake while standing on one will destroy it, however.
SLASH'EM
Items that are dropped or fall into pits represent a real problem for SLASH'EM vampires: due to their innate flying ability, the cannot simply pick them up. One solution is to wear a ring of levitation and to apply a bullwhip down.
Encyclopedia entry
Amid the thought of the fiery destruction that impended, the
idea of the coolness of the well came over my soul like balm.
I rushed to its deadly brink. I threw my straining vision
below. The glare from the enkindled roof illumined its inmost
recesses. Yet, for a wild moment, did my spirit refuse to
comprehend the meaning of what I saw. At length it forced --
it wrestled its way into my soul -- it burned itself in upon my
shuddering reason. Oh! for a voice to speak! -- oh! horror! --
oh! any horror but this!
[ The Pit and the Pendulum, by Edgar Allan Poe ]
References
↑ mklev.c in NetHack 3.4.3, line 1251: List of traps that cannot be generated underneath a boulder.
↑ dig.c in NetHack 3.4.3, line 1324
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. |
# User:Mniot2
Mniot on NAO (stats, games, deaths, dumplogs, ttyrecs) |
# File:Brilliant blue potion.png
File
File history
File usageNo higher resolution available.
Brilliant_blue_potion.png (16 × 16 pixels, file size: 198 bytes, MIME type: image/png)
A 16x16 vanilla NetHack tile of the object 'brilliant blue potion'.
File history
Click on a date/time to view the file as it appeared at that time.
Date/TimeThumbnailDimensionsUserComment
current12:14, 1 August 200616 × 16 (198 bytes)BotFenix (talk | contribs)A 16x16 vanilla NetHack tile of the object 'brilliant blue potion'. Category:16x16 tiles
You cannot overwrite this file.
File usage
The following 13 pages uses this file:
List of vanilla NetHack tiles
NetHack 3.2.0
NetHack 3.2.1
NetHack 3.2.2
NetHack 3.2.3
NetHack 3.3.0
NetHack 3.3.1
NetHack 3.4.0
NetHack 3.4.1
NetHack 3.4.2
NetHack 3.4.3
NetHack 3.6.0
NetHack 3.7.0 |
# Ogre king
O ogre king
Difficulty
11
Attacks
uses weapons 3d5, uses projectiles
O ogre king
Difficulty
11
Attacks
uses weapons 3d5, uses projectiles
Base level
9
Base experience
194
Speed
14
Base AC
4
Base MR
60
Alignment
-7 (chaotic)
Frequency (by normal means)
2 (Quite rare)
Genocidable
Yes
Weight
1700
Nutritional value
750
Size
Large
Resistances
None
Resistances conveyed
None
An ogre king:
has a head, a couple of arms, and a torso.
is carnivorous.
is an overlord to its kind.
is male.
is strong.
likes gold.
likes gems.
can pick up weapons and food.
has infravision.
can be seen through infravision.
Reference
monst.c#line1810
An ogre king is the most dangerous form of the ogre. Like his smaller cousins, he uses long range attacks, and must be dealt with carefully. He is created with either a club (2/3 chance) or a battle axe (1/3 chance)[1]. He is also the only ogre which is faster than an unhasted player.
↑ makemon.c in NetHack 3.4.3, line 355
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. |
# Geyser
Geyser is a high level clerical spell that monsters can cast at you. It deals 8d6 physical damage (halved if the player possesses half physical damage) and gives the message "A sudden geyser slams into you from nowhere!"[1]
See also
List of monster spells
References
↑ mcastu.c in NetHack 3.4.3, line 493
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:Deluder
Can a randomly generated cloak become Deluder? --Bluescreenofdeath (talk) 10:25, 16 June 2016 (UTC)
If I'm not misreading the source, yes. 1 in 40 chance, so long as the randomly generated cloak is a cloak of displacement, of course. SLASH'EM_0.0.7E7F2/mkobj.c#line664 -- Qazmlpok (talk) 11:57, 16 June 2016 (UTC)
Ah, so it's just random chance that I'm never finding it, maybe because cloaks of displacement aren't that common. I've seen Whisperfeet and Mirrorbright generated randomly before, so I suspected Deluder could be generated too, thanks for confirming that it can! --Bluescreenofdeath (talk) 06:06, 17 June 2016 (UTC) |
# Related changes
Enter a page name to see changes on pages linked to or from that page. (To see members of a category, enter Category:Name of category). Changes to pages on your Watchlist are in bold.
Recent changes options
Show last 50 | 100 | 250 | 500 changes in last 1 | 3 | 7 | 14 | 30 daysHide registered users | Hide anonymous users | Hide my edits | Show bots | Hide minor editsShow new changes starting from 17:36, 24 July 2023
Namespace:
all
(Main)
Talk
User
User talk
NetHackWiki
NetHackWiki talk
File
File talk
MediaWiki
MediaWiki talk
Template
Template talk
Help
Help talk
Category
Category talk
Source
Source talk
Forum
Forum talk
Video
Video talk
User blog
User blog talk
Blog
Blog talk
Module
Module talk
Invert selection Associated namespaceTag filter:Page name: Show changes to pages linked to the given page instead
List of abbreviations:
N
This edit created a new page (also see list of new pages)
m
This is a minor edit
b
This edit was performed by a bot
(±123)
The page size changed by this number of bytes
23 July 2023
10:06 Metallivore (diff | hist) . . (+239) . . Umbire the Phantom (talk | contribs) (not a stub, re-org, word choice, etc.) |
# Zorkmid
$
Name
gold piece
Appearance
gold piece
Base price
1 zm
Weight
0.01
For the material, see gold (material).
A zorkmid is a single unit of currency. A gold piece, $, is the coinage used and has the value of 1 zorkmid. Gold is used to buy items from shops, and is also used for other similar transactions, such as buying intrinsic protection and other benefits from the Minetown priest or consultations from the Oracle; dropping gold on any of the tiles of a shop will establish credit in that shop only.
Gold pieces are a special type of object: they have weight and take up an inventory slot when dropping items, but have no BUC status. The inventory slot they occupy is represented by their symbol is $; the abbreviations zm and zk are sometimes appended to a number as a currency symbol. When referred to while you are hallucinating, they are referred to by various other names.
A gold piece weighs 0.01 aum (arbitrary units of measure); since these units have no formal name, it is common to consider 100 gold pieces the base unit of weight. All weight figures given in spoilers and on this wiki are in units of 100 gold pieces.
Contents
1 Generation
1.1 Gold and monsters
2 Strategy
2.1 Shops
2.2 Temple priests
2.3 Bribery
2.4 Combat
2.5 Conducts
2.6 Polypiling
2.7 Other uses
3 Origin
4 Messages
5 See also
6 Encyclopedia entry (for "gold")
Generation
Gold is an incredibly common sight in the Dungeons of Doom, and can be found on the floor, in containers and the inventory of other monsters; see the section below for more information regarding monster interactions with gold. Vaults containing gold are generated on some floors; Fort Ludios has a massive well-guarded repository of gold and can only be accessed through a vault portal. In addition, treasure zoos and leprechaun halls are generated with gold on most of their tiles, along with sleeping monsters on top of them.
Both the Healer and Tourist start with a significant amount of gold. Gold golems will leave behind a pile of gold upon death.
Gold and monsters
Monsters that love gold have a 1⁄5 chance of being generated with some in their inventory, and hostile gold lovers will try to pick up any gold they come across; this includes anything mimicking the appearance of gold, such as a mimic or a player who has eaten a mimic corpse. The amount of gold given is determined by die roll: the number of dice rolled is the current dungeon level, with the usual adjustments for players who are carrying the Amulet of Yendor or else in the endgame. If the monster already has some items in its inventory, a d5 is used; otherwise, the roll uses d10. A monster on dungeon level 10 with no items might get 10d10 zorkmids, whereas a monster on floor 20 with some items might get 20d5 zorkmids.
There are some exceptions to the above formula. Leprechauns always receive gold, and always roll a number of d30 equal to the dungeon level; aligned priests always get gold and receive 20–29 zorkmids. Another less exceptional case is an ordinary soldier - they will only be generated with gold 1/13 of the time.
Strategy
Acquiring a decent amount of gold is usually an early-game objective for most players in order to purchase items from shops. Accordingly, collecting gold becomes less urgent once the player has assembled a solid enough kit to progress further into the game and can reliably obtain more items by killing monsters, polypiling, sacrifice, etc. Some players may then opt to buy protection at a later point; gold is sometimes put to more unorthodox uses, which are mentioned alongside the more common and general uses below.
Shops
Gold can be used to pacify angry shopkeepers, e.g. in the event of accidental theft; see their article for more information. In Minetown, pacifying an angry shopkeeper will also pacify Minetown's watchmen if they are angry at you; this is commonly done by stealing a cheap item or a single piece of gold.
Credit cloning is a means of taking the shopkeeper's gold using your own gold; specifically, this is done by dropping your gold or a container with your gold in it to establish credit, then using your pet or a gold-loving monster to steal it back from the shop. You can then retrieve the gold and keep your store credit. See that article for more detailed information.
One consistently applicable use for gold in shops is detecting hidden mimics: throwing projectiles and other items in shops will automatically sell them, and no player enjoys having to buy back their valuable stack of daggers or darts. Searching can uncover mimics easily, but will also result in the larger ones sticking to you; throwing a single gold piece in the direction of a suspected mimic will reveal it safely, and the gold will simply give you store credit.
Temple priests
Main article: Aligned priests#Chatting to a priest
If you chat with a peaceful temple priest while carrying gold in your open inventory, the priest will prompt you for a contribution to the temple. Donating a specific amount of gold to them can net several beneficial effects, such as the aforementioned protection or alignment points; see that article for more information specific to donations.
Bribery
Main article: Bribe
In addition to shopkeepers, some monsters, specifically unique demons and Yendorian Army soldiers, may accept bribes of gold to leave the player alone, turning them peaceful.
Combat
Some gold-loving monsters such as leprechauns and orcs can potentially be distracted by thrown or strategically placed gold, potentially allowing you to distance yourself or escape from them in a pinch, or else positioning them to maximize damage from certain attacks, e.g. a rebounded magic missile. They can also be used to distract some hiding monsters, such as snakes and cave spiders.
Conducts
Pacifists can use gold to gain experience points and exercise wisdom by consulting the Oracle, and will want to obtain as much protection as they possibly can, as early as they can. They can also use it as a means of detecting monsters in dark corridors - it will produce the usual hit/miss messages without doing any actual damage.
Polypiling
Some players drop gold on top of piles used for polypiling to reduce the chance of creating a golem from other items; at the same time, too many gold objects in a pile may result in a gold golem.
Other uses
In addition to the above, players use gold pieces to:
Mark bubbles on the Plane of Water that you've already searched for the portal in;
Weight-test items, e.g. suspected levitation boots or a loadstone in a chest;
Generate throne room monsters by #looting the throne while confused and carrying gold;
For style points, #chat with the high priest on the Astral Plane right before ascending;
Feed a pet metallivore, or eat gold if polymorphed into one;
Polymorph it for a gold golem;
Make a boulder fall down stairs by throwing gold onto its square
Origin
The name "zorkmid" is a reference to the Infocom text adventure series, Zork; the zorkmid is the currency used by the monarchy of Quendor, and often carries a likeness of the most recent (and last) ruler of Quendor, Lord Dimwit Flathead.
Messages
1 Zorkmid. 857 GUE. In Frobs we trust.
YAFM generated from selecting your gold in the read command's extended list.
See also
Negative gold
Encyclopedia entry (for "gold")
A metal of characteristic yellow colour, the most precious metal used as a common commercial medium of exchange. Symbol, Au; at. no. 79; at. wt. 197.2. It is the most malleable and ductile of all metals, and very heavy (sp. gr., 19.3). It is quite unalterable by heat, moisture, and most corrosive agents, and therefore well suited for its use in coin and jewelry.
[ Webster's New International Dictionary
of the English Language, Second Edition ]
This page may need to be updated for the current version of NetHack.
It may contain text specific to NetHack 3.6.4. Information on this page may be out of date.
Editors: After reviewing this page and making necessary edits, please change the {{nethack-364}} tag to the current version's tag or {{noversion}} as appropriate. |
# User:Gracefool
The same gracefool as the mediawiki one. |
# Category:Community
This category contains articles about 3rd-party creations relating to NetHack.
Subcategories
This category has the following 12 subcategories, out of 12 total.
A
► Acronyms (18 P)
D
► Dudley's dungeon (6 P)
L
► Literature (5 P)
N
► NetHack players (2 C)
► Notable people (13 P)
P
► Patches (6 C, 41 P)
► Public servers (7 P)
S
► Spoiler files (39 P)
T
► Tournaments (1 C, 13 P)
U
► Usenet (4 P)
► Utilities (1 C, 12 P)
W
► Websites (11 P)
Pages in category "Community"
The following 37 pages are in this category, out of 37 total.
A
Abbreviations
AcronymsC
CAPNTHLAD
Demigod bar
Dogley Dimension
Dudley's dungeonE
Efembe
ESRB ratingF
Fan labor
FooG
Gazetteer
GriefingK
Kops Make Great Theft Prevention Experts
Krysia's KrusaderL
Lessons learned the hard way
LiberaM
NetHackWiki:MeetsN
NetHack haiku
NetHack on Facebook
NetHack quaffing game
NetHack units
NetHackWiki:Next version pool
NetHackWiki:Next version pool 3.4.3
Notable ascensions
Notable playersO
Order of the StickP
People of secondary interest to NetHack
Pinobot
Private serverR
Robin
Rodney (bot)
Roguelike. The magazineS
StreakT
TV TropesU
UsenetY
YoutubeZ
Z-score |
# Related changes
Enter a page name to see changes on pages linked to or from that page. (To see members of a category, enter Category:Name of category). Changes to pages on your Watchlist are in bold.
Recent changes options
Show last 50 | 100 | 250 | 500 changes in last 1 | 3 | 7 | 14 | 30 daysHide registered users | Hide anonymous users | Hide my edits | Show bots | Hide minor editsShow new changes starting from 17:57, 24 July 2023
Namespace:
all
(Main)
Talk
User
User talk
NetHackWiki
NetHackWiki talk
File
File talk
MediaWiki
MediaWiki talk
Template
Template talk
Help
Help talk
Category
Category talk
Source
Source talk
Forum
Forum talk
Video
Video talk
User blog
User blog talk
Blog
Blog talk
Module
Module talk
Invert selection Associated namespaceTag filter:Page name: Show changes to pages linked to the given page instead
List of abbreviations:
N
This edit created a new page (also see list of new pages)
m
This is a minor edit
b
This edit was performed by a bot
(±123)
The page size changed by this number of bytes
21 July 2023
m 17:58 Elbereth (diff | hist) . . (-3) . . Silverwing235 (talk | contribs) (→History: typo/grammar, punctuation)
20 July 2023
13:29 Inediate (diff | hist) . . (-41) . . Darth l33t (talk | contribs) (Undo revision 152507 by Coz (talk) those are "g" and already covered) (Tag: Undo)
19 July 2023
16:47 Inediate (diff | hist) . . (+41) . . Coz (talk | contribs) (Added gargoyles and wingeds as inediate) |
# User talk:Laytonia
Welcome, Laytonia!
Welcome!
Hi! 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 17:19, 24 Jul 2023 (UTC) |
# User talk:SaintD
Welcome!
Hi! Welcome, and thanks for contributing to NetHackWiki!
The How to help and Style guide pages are excellent starting points.
Recent changes is a great first stop, because you can see what other people are editing right this minute, and where you can help.
Questions? Need help? You can ask 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 / @) 20:38, 12 February 2009 (UTC)
Pudingtas
PPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPP PPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPP PPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPP PPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPP PPP·PPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPP PPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPP PPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPP PPPPPPPPP·PPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPP PPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPP PPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPP PPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPP PPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPP PPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPP PPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPP PPP#PPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPP PPPPPPPPPPjPjPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPP PPPPPPPPPPj_jPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPP PPPPPPPPPPj@jPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPP PPPPPPPPPPjPjPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPP PPPPPPPPPPjPjPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPP
Puddingtas the Necromancer St:18/53 Dx:18 Co:18 In:18 Wi:18 Ch:13 Chaotic
Dlvl:18 $:0 HP:290(290) Pw:307(307) AC:-30 Exp:23 T:49419
The Priest Trap
Step on altar.
-+----|....||....||..@.||.@..|------
Step away and wait for priest to go to the x. Might need to repeat these steps.
-+----|....||..@.||x._.||.@..|------
Earth Scroll Time
-+----|....||.000||@0@0||.000|------
Move boulders here and here.
-+---- -+----|..0.| |..0.||.0@0| |[email protected]||@0_0| |@0_0||.000| |.000|------ ------
Then here and here. Preist is now trapped.
-+---- -+----|@.0.| |..0.||0..0| |@..0||.0_0| |00_0||@000| |@000|------ ------
--SaintD 20:17, 13 March 2011 (UTC)
--SaintD 07:16, 24 February 2011 (UTC) |
# File:Ssh-icon.svg
File
File history
File usageSize of this PNG preview of this SVG file: 10 × 10 pixels. Other resolution: 240 × 240 pixels.
Original file (SVG file, nominally 10 × 10 pixels, file size: 4 KB)
Summary
A link icon for SSH links (editable SVG version).
This is basically just File:Telnet-icon.svg with a scaled-down MediaWiki HTTPS padlock icon on top of it. The padlock isn't even vectorized. Since the padlock is from MediaWiki, which is licensed under the GPL, so is this icon.
Licensing
This work is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the license, or (at your option) any later version. This work is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
File history
Click on a date/time to view the file as it appeared at that time.
Date/TimeThumbnailDimensionsUserComment
current03:06, 16 October 201110 × 10 (4 KB)Ilmari Karonen (talk | contribs)forgot to embed the bitmap image
03:04, 16 October 201110 × 10 (4 KB)Ilmari Karonen (talk | contribs)A link icon for SSH links (editable SVG version). This is basically just File:Telnet-icon.svg with a scaled-down [http://bits.wikimedia.org/skins-1.17/vector/images/lock-icon.png MediaWiki HTTPS padlock icon] on top of it. The padlock isn't even ve
You cannot overwrite this file.
File usage
There are no pages that use this file. |
# User talk:SirAlvin
Welcome, SirAlvin!
Welcome!
Hi! 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 17:19, 24 Jul 2023 (UTC) |
# User:Chris/dNetHack/dNethack Roles/Binder/Cosmos
Contents
1 Cosmos, goddess of crystal
1.1 Binding Ritual
1.2 Taboo
1.3 Mark
1.3.1 Detection
1.3.2 Disguise
1.4 Immunity
1.5 Skill
1.6 Active Powers
1.7 Passive Powers
Cosmos, goddess of crystal
I´ll never forget. I promised you that.
Even if i stand to lose everything, i´ll preserve your memory for the tomorrows yet to be.
Come what may.
I could breathe my last breath, and the world be crumbling into oblivion.
There are ways to keep a thought alive.
And i know one that works for sure.
Indestructible crystal. Even in the sea of chaos, it never loses its shine.
I will become an eternal epitaph.
Your memory will survive for eternity within a crystal tomb.
This shall be my legacy, and my atonement.
But most of all...
MY FINAL HOPE.
[ Final Fantasy XIII-2 ]
Binding Ritual
Cosmos's seal must be drawn in a square containing a crystal ball.
Taboo
You must not bind another alignment quest spirit while bound to Cosmos
Mark
A large crystalline nimbus floats behind you.
Detection
The nimbus can be seen from a distance.
Disguise
The mark cannot be hidden in any way.
Immunity
None
Skill
None
Active Powers
Crystal Memories: Summons a dead unique monster as a pet for 5 turns.
Passive Powers
Crystal Summons: Your pets will always follow you between levels, regardless of whether or not they are adjacent to you.
Crystal Skein: You and your pets gain AC based on your binder die
Lawful Mask: You can handle lawful artifacts without being blasted.
Lawful Resonance: The Pen of the Void deals an extra 2d4 damage to chaotic targets and 1d4 damage to neutral targets. After you complete your quest, this damage is doubled. |
# Boots
Boots are a form of armor worn on the feet.
Contents
1 List of boots
2 Identification
3 SLASH'EM
4 Encyclopaedia entry
List of boots
Name
Cost
Weight
AC
Material
Effect
Appearance
low boots
8
10
1
leather
walking shoes
high boots
12
20
2
leather
jackboots
iron shoes
16
50
2
iron
hard shoes
elven boots
8
15
1
leather
stealth
randomized
kicking boots
8
50
1
iron
enhanced kicking
randomized
fumble boots
30
20
1
leather
fumbling
randomized
levitation boots
30
15
1
leather
levitation
randomized
jumping boots
50
20
1
leather
jumping
randomized
speed boots
50
20
1
leather
speed
randomized
water walking boots
50
15
1
leather
water walking
randomized
The randomized boots' unidentified descriptions are shuffled each game from the following list:
buckled boots
combat boots
hiking boots
jungle boots
riding boots
snow boots
mud boots
In addition to whatever magical effect they provide, riding boots give a bonus for saddling steeds, and snow boots give a bonus for walking on ice.
Identification
Speed boots, jumping boots and water walking boots have a base price of 50 zm; fumble boots and levitation boots have a base price of 30 zm; elven boots and kicking boots have a base price of 8 zm. (The most useful boots are also the most expensive ones.) Be aware, enchantment can confuse the issue.
Elven, levitation, and water walking boots weigh 15, kicking boots weigh 50, and the other randomized boots weigh 20. While this might be useful in some cases, it is somewhat tedious to attempt and cannot rule out the two pairs of boots which are likely to be cursed.
Do not wear boots without curse-testing them first. Cursed magic boots are very likely to be levitation boots or fumble boots, which have very annoying magical effects as well as possibly increasing your AC. You can still weight test, especially to distinguish levitation from fumble boots.
Any boots you find in the statue of Perseus are guaranteed to be cursed levitation boots.
Speed boots and levitation boots will auto-identify when worn, except in the unusual case where you are already very fast or levitating. Elven boots will auto-identify when worn if you are not already stealthy (be aware that an elven cloak also grants stealth). You can deduce the appearance of elven boots by taking note of which boots are dropped by various elves throughout the dungeon.
Jumping boots can be identified by trying to jump (#jump command). Knights must actually try to make an "illegal move" for a chess knight - any other role will get the message "You can't jump very far" unless they are wearing jumping boots.
Fumble boots can be identified by wearing them for a while and seeing whether you fumble, or by zapping a wand of enlightenment while wearing them.
Kicking boots are the only magic boots to be metallic, and can therefore be identified by wearing them and seeing whether your spell failure rates increase, or by testing for "scritch, scritch" by rubbing them on a touchstone. You will also always succeed in kicking down doors while wearing kicking boots, although monks and samurai may find that difficult to test.
Water walking boots are tricky to identify, because walking on water to see whether you sink is dangerous! The danger can be reduced by dropping anything which is vulnerable to water damage (keep in mind that kicking boots tested in this way will rust). They can also be identified by zapping a wand of enlightenment.
If you have some boots with a base price of 50 zm, and they grant neither speed nor jumping, then they must be water walking boots.
SLASH'EM
You may find steel boots in SLASH'EM. SLASH'EM uses steel boots as a randomized appearance for magical boots, in place of buckled boots. The actual identities of magical boots in SLASH'EM are all the same, just for some reason one of the randomized appearances is different. Steel boots are not actually metal, but rather are the appearance associated with kicking boots (which are metal) in the source code. That doesn't mean that steel boots will be kicking boots any more often than any other type of boot; it's just a thing in the source code.
Encyclopaedia entry
In Fantasyland these are remarkable in that they seldom or
never wear out and are suitable for riding or walking in
without the need of Socks. Boots never pinch, rub, or get
stones in them; nor do nails stick upwards into the feet from
the soles. They are customarily mid-calf length or knee-high,
slip on and off easily and never smell of feet. Unfortunately,
the formula for making this splendid footwear is a closely
guarded secret, possibly derived from nonhumans (see Dwarfs,
Elves, and Gnomes).
[ The Tough Guide to Fantasyland, by Diana Wynne Jones ]
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. |
# Beginner
This page is a stub. Should you wish to do so, you can contribute by expanding this page.
Being a beginner is a condition of a single NetHack character. Characters that have never achieved 2000 score points (1000 if a wizard) are classified as beginners. It causes otherwise unique messages given by scrolls, spells, and potions to default to "You have a strange feeling for a moment, then it passes" ("normal feeling" if hallucinating), which hampers their identification.
The following events are affected by this:
Performing gold detection when there is no gold on the level
Performing non-blessed food detection when there is no food on the level (or blessed when already detecting dangerous food)
Performing object detection when there are no objects on the level
Performing non-blessed monster detection when there are no monsters on the level
Attempting to detect traps (with a crystal ball or cursed/confused scroll of gold detection) when there are no traps on the level
Reading a scroll of enchant armor while not wearing any armor
Reading a scroll of destroy armor while not wearing any armor, confused or not
Reading a scroll of enchant weapon while not wielding any weapon
This is a condition experienced by all players; each character (regardless of a player's history) is initially a beginner.
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. |
# Sacrifice
Religion in NetHack
priests
alignment
alignment record
altars
atheism
anger
gods
sacrifice
prayer
turn undead
Sacrifice is an action done at an altar that can reduce your prayer timeout, increase your luck, and allow you to gain powerful artifact weapons, among other positive and negative effects. To sacrifice, you stand on an altar,[1] use the #offer command, and select a fresh corpse from your inventory or one that is lying on the altar. Unsurprisingly, this breaks the atheist conduct. The greater the monster's difficulty, the more your god will appreciate it.
If the corpse is a cockatrice and your hands are bare, you will be stoned immediately, even if it wasn't in your inventory.[2]
Further effects depend on the details of the sacrifice.
Contents
1 Ordinary sacrifice
2 Gifts
3 Sacrificing the Amulet of Yendor
4 Sacrificing creatures of own race
5 Sacrificing pets
6 Cross-aligned altars
7 Sacrificing unicorns
8 Messages
9 Variants
9.1 SLASH'EM
9.1.1 Sacrifice gifts in SLASH'EM
9.2 FIQHack
10 History
11 References
Ordinary sacrifice
This applies to sacrifices made on your own god's altar that are not of your own race, not a pet, not a unicorn, and not made in the endgame.
If the creature is not an acid blob and is more than 50 turns old or more than 50 turns out of an icebox, it is rejected: "Nothing happens."[3][4] (Acid blobs never expire for sacrifices, although they will eventually rot away.) Otherwise, the sacrifice is accepted and consumed.
Creatures have a particular sacrifice value usually equal to their difficulty plus 1. In some special cases, the value may be negative if the offering displeases your god; see below. Partly eaten corpses normally have their value decreased by roughly the percentage that's been eaten.[5][6] For lawful or neutral characters, undead have an extra point of value,[7] but this is only relevant to wraiths, since other undead corpses are automatically aged too much to sacrifice them.
If your god is angry at you:[8]
Their anger is decreased by 1⁄8 the value of the sacrifice, or if you're chaotic, by 1⁄12 the value of the sacrifice (chaotic gods are harder to appease).[9][10] The decrease in anger is always rounded down. High-difficulty monsters can be hard to find (and even harder to kill) early in the game. For non-chaotic players, a cross-aligned unicorn will also work. A simple rule of thumb is that non-chaotics must sacrifice a monster's corpse of difficulty 7 or greater, and chaotic players must sacrifice a corpse of 11 or greater.
If your god is not angry at you, but your alignment is negative:[11]
Your alignment is increased by the least of three: by the value of the sacrifice,[12] to zero,[13] or by 24 points,[14][10] and "You feel partially absolved."[15]
If your god is not angry and your alignment is not negative, but your prayer timeout is greater than zero:[16]
Your prayer timeout is decreased by 12.5 times the sacrifice's value (difficulty + 1) if you are lawful or neutral, or 125⁄6 (about 20.8) times its value if you're chaotic, to a minimum of zero.[17]
If this decreases your prayer timeout to 0,[18][19] then "You have a feeling of reconciliation"[20] (if hallucinating, "Overall, there is a smell of fried onions"[21]) and your base Luck is increased to zero if negative.[22]
If your prayer timeout is still not yet zero,[19] "You have a hopeful feeling"[23] (if hallucinating, "You realize the gods are not like you and I"[24]), your base Luck is increased by one if negative,[25] and it is not yet safe to pray.
If none of the above cases applied (i.e. your prayer timeout is zero, your god is not angry and your alignment record is positive):[26]
If your base Luck is not negative and you are at least at experience level 3, you may receive a gift.[27] The chance of a gift starts at 1⁄10 and decreases for each existing gift and artifact in the game.
If you did not receive a gift (or were not eligible for one at all),[28] your base Luck will be increased by about a fifth of the sacrifice value (specifically, 5⁄24), rounded down.[29][30][10] If your base Luck is still negative after this, it will be set to 0.[31] If your Luck was changed by this, you will see the message "You glimpse a four-leaf clover at your
<feet>."[32] ("You think something brushed your <feet>." if blind;[33] "You see crabgrass at your <feet>. A funny thing in a dungeon." if hallucinating and not blind[34]).
None of the possible effects will guarantee that you can safely pray; this is because they only affect base Luck, so a cursed luckstone may still cause your actual Luck to be negative.
Gifts
If your prayer timeout is 0, you have positive alignment, and your god is not angry, you generally have a chance of getting an artifact. Your experience level must be at least 3, and your base Luck must be nonnegative.[27] If those conditions are met, the chances of your getting an artifact are 1 / (10 + 2 × Number of existing artifacts × Number of gifts granted by your god).[35]
If you receive an artifact, you get the message "An object appears at your feet!",[36] and your god will tell you to "use my gift wisely!"[37] Your wisdom is exercised,[38] your prayer timeout is set to rnz(300 + 50 × Number of existing artifacts),[39] and your skill in using the artifact's type of weapon becomes unrestricted, allowing you to advance to Basic skill level if you could not before.[40] The artifact will also be made erodeproof[41] and set to at least +0;[42] it will not be cursed.[43]
Your first gift will be a co-aligned artifact that does not hate your current form, if any such artifacts are available.[44] Some roles have a guaranteed first sacrifice gift,[45] which is noted below; its alignment will be adjusted to your starting alignment at the beginning of the game if necessary.[46] However, the requirement that the first gift be co-aligned (with your current alignment) takes precedence over the role-specific selection; so, for example, a Samurai that has converted to Chaotic will receive a chaotic artifact as the first sacrifice gift. Excalibur,[47] quest artifacts,[47] and cross-aligned artifacts cannot be gifted.[44]
Once a co-aligned artifact has already been given, or if none were able to be given, then unaligned ones also become eligible.[48]
Lawful gifts:
Demonbane,
Grayswandir,
Snickersnee (Samurai),
Sunsword
Neutral gifts:
Cleaver (Barbarian),
Giantslayer,
Magicbane (Wizard),
Mjollnir (Valkyrie),
Vorpal Blade
Chaotic gifts:
Grimtooth,
Orcrist,
Sting,
Stormbringer
Unaligned gifts:
Dragonbane,
Fire Brand,
Frost Brand,
Ogresmasher,
Trollsbane,
Werebane
Sacrificing the Amulet of Yendor
The goal of the game is to offer the Amulet of Yendor on the co-aligned high altar on the Astral Plane. When you do, you ascend to demigod-hood ('Mortal, thou hast done well!'). This does not take into account whether, or by what means, you have converted your alignment, so a helm of opposite alignment can be used to quickly ascend at a cross-aligned altar. However, you get a score multiplier of 2× if you never converted and are still of your starting alignment, or 1.5× if you converted and used a helm to change back.
If you offer the Amulet on a cross-aligned high altar, that altar's god gains dominion over yours and allows you to escape in celestial disgrace. If you offer the Amulet on the high altar to Moloch in the Sanctum, Moloch 'mercilessly snuffs out your life', or if you have life saving, disintegrates you into a pile of dust, ignoring disintegration resistance. (If you somehow survive that, you again escape.)
Offering a cheap plastic imitation of the Amulet of Yendor on a high altar gives a penalty of -1 luck and no other effect. However, if the amulet was identified as a fake, the penalty is instead -3 luck, -1 alignment and your god getting angry by 3.
Offering a real or fake Amulet on a non-high altar does not end the game. If the altar is an unaligned altar in Gehennom, your god gets angry and Moloch smites you. Otherwise, if hallucinating, 'You feel homesick'; or if the altar is co-aligned, 'You feel an urge to return to the surface'; otherwise, 'You feel ashamed'.
Sacrificing creatures of own race
If the creature you sacrifice is of your own race, you get good effects if you're chaotic and bad effects otherwise. The age of the corpse does not matter, so zombies and mummies will work.
If you are chaotic:
You gain five points of alignment.[49]
If the altar is chaotic, you gain two points of Luck, and if the altar is unaligned, you lose two points of Luck.[50] Your Luck is unaffected if the altar is cross-aligned (but the altar will be converted as noted in the cross-aligned altars section below).
If you are non-chaotic:
Your wisdom is abused unless you are polymorphed into a demon.[51] ("You'll regret this infamous offense!")
You lose five points of alignment.[52]
Your god's anger increases by three.[53]
Your Luck decreases by 5.[54]
You lose one point of wisdom.[55]
Outside of Gehennom, your god will punish you as for praying too much (depending on the level of anger).[56]
If the altar is chaotic, you'll destroy it and anger any attendant priest.[57]
Whether or not you are chaotic:
If the altar is chaotic or unaligned, a demon may be summoned. This will be a demon lord if one of them hasn't been generated yet, or else a major demon (which will always be a foocubus outside Gehennom). The demon will be peaceful if you are chaotic and hostile otherwise. If a demon is summoned, you are paralyzed with fear for three turns; free action does not protect against this.[58]
If you are polymorphed into a demon, "You find the idea very satisfying."; your wisdom is exercised.[59]
If the altar is lawful or neutral, it will immediately be converted to chaotic (except on the Astral Plane),[60] independent of your alignment; if there is a priest tending the altar, they will be angered.[61]
The check for same race is done before the check for a former pet and ignores the check for age, so same-race corpses are always fit for sacrifice until they rot away completely. This is just about the only time an undead creature is a valid sacrifice.
Keep in mind that werecreatures are considered human, so sacrificing them if your character is human will have the consequences described above.
Sacrificing pets
Sacrificing creatures that died while tame[62] will generally cause you to lose three points of alignment[63] and gain the aggravate monster intrinsic "So this is how you repay loyalty?".[64] The pet will have a sacrificial value of −1,[65] so this will only result in the god of the altar being angered;[66][67] the corpse will not be consumed. Former pets that have gone feral no longer count as pets, and may be killed and sacrificed as usual.
Cross-aligned altars
(Level + 2) / (Level + 8)
You can convert cross-aligned altars (but not high altars[68] and not unaligned altars in Gehennom) by sacrificing at them.[69][70] If you fail, you will lose 1 Luck[71] and abuse wisdom.[72] If you succeed then you gain 1 Luck[73] and the altar becomes coaligned. The chances to convert an altar go up with character level. Converting an altar with a priest present will cause the priest to attack you.[74]
The likelihood of converting an altar depends on your experience level; the probability is .[75]
In any case, minions may be summoned to protect the altar.[76][77]
When attempting to convert an altar, you will get the message "You sense a conflict between <your god=""> and <the altar="" god="" of="" the="">." A successful conversion will produce the message "You feel the power of <your god=""> increase." A failed one will result in "Unluckily, you feel the power of <your god=""> decrease."
A sacrifice with negative value, such as a former pet, will not cause an attempted conversion. Instead, it will anger the altar's god, which will actually decrease your own god's anger by one.[66][67] You will still suffer the usual effects of angering a god, including the loss of any divine protection and being smitten by the angry god. The pet corpse is not consumed, so you can cure as much anger as you like.
Attempting to convert an altar while your alignment is negative[78] (or using a unicorn of your alignment; see below for details) may convert your alignment to that of the altar,[79] take away 3 of your Luck[80] and increase your prayer timeout by 300[81] ("You have a sudden sense of a new direction"). Changing your alignment by any means resets your alignment record to zero.[1]
You can only permanently convert yourself once per game, and only with a non-unaligned altar;[82] if this happens before you have been admitted to the quest, the game will be unwinnable.
If you try to convert yourself a second time, or you sacrifice on an unaligned altar (e.g., in Gehennom), your sacrifice is rejected, you hear the voice "Suffer, infidel!", get −5 to Luck,[83] −5 to alignment score,[84] −2 to wisdom,[85] +3 to anger,[86] and, unless in Gehennom, you are punished by your current deity.[87]
If you sacrifice on cross-aligned high altar, you don't convert it or yourself. Instead, you are attacked by the altar's deity.
As with coaligned altars, if you get a message saying "Nothing happens", then the corpse was too old and, indeed, nothing happened.
Sacrificing unicorns
Sacrificing unicorns is complicated because the altar's alignment, your alignment, and the unicorn's alignment all factor into the outcome.[88] A unicorn's alignment is represented by its color. The white is lawful, grey neutral, and black chaotic. The points to remember are:
Never sacrifice a unicorn on an altar of its own alignment. You lose one point of wisdom[89] and the altar's god becomes angry, with the same effect as angering that god through prayer.[90][66] If the altar is not of your alignment, your god's anger is reduced by one.[67]
Never sacrifice a unicorn of your own alignment (certainly not before you have completed the Quest). This acts as above if the altar is also of your alignment.[91] If the altar is cross-aligned, this will set your alignment score to −1,[92] which makes your sacrifice convert you instead of the altar.
Never sacrifice a unicorn on a high altar. On an altar of your own alignment, this is unnecessary. On an altar of another alignment, this will not convert you or the altar, but only angers the altar's god.[93]
Each time you sacrifice a unicorn of a different alignment on your own altar, you get a +5 boost to your alignment[94] and the message "You feel appropriately {lawful | neutral | chaotic}",[95] or "You feel you are thoroughly on the right path" if alignment is at maximum.[96]
The rest of the effects are summarized in the following table:
Your Alignment
Unicorn Alignment
Altar Alignment
Effect
X
Y
X
Good
X
Y
Z
Attempt to convert altar
X
X
Y
You become Y
X
X
X
Bad
X
Y
Y
Bad
If the above table is confusing, here is a complete list:
You
Unicorn
Altar
Effect
Lawful
White
Lawful
Bad
Lawful
White
Neutral
You become neutral
Lawful
White
Chaotic
You become chaotic
Lawful
Grey
Lawful
Good
Lawful
Grey
Neutral
Bad
Lawful
Grey
Chaotic
Attempt to convert altar
Lawful
Black
Lawful
Good
Lawful
Black
Neutral
Attempt to convert altar
Lawful
Black
Chaotic
Bad
Neutral
White
Lawful
Bad
Neutral
White
Neutral
Good
Neutral
White
Chaotic
Attempt to convert altar
Neutral
Grey
Lawful
You become lawful
Neutral
Grey
Neutral
Bad
Neutral
Grey
Chaotic
You become chaotic
Neutral
Black
Lawful
Attempt to convert altar
Neutral
Black
Neutral
Good
Neutral
Black
Chaotic
Bad
Chaotic
White
Lawful
Bad
Chaotic
White
Neutral
Attempt to convert altar
Chaotic
White
Chaotic
Good
Chaotic
Grey
Lawful
Attempt to convert altar
Chaotic
Grey
Neutral
Bad
Chaotic
Grey
Chaotic
Good
Chaotic
Black
Lawful
You become lawful
Chaotic
Black
Neutral
You become neutral
Chaotic
Black
Chaotic
Bad
Note: You will lose any intrinsic protection whenever your alignment changes.
Messages
Nothing happens.
The corpse was too old to be sacrificed.
Your sacrifice is consumed in a <flash burst="" flame="" light="" of="">!
The standard message indicating a successful sacrifice. Lawful characters see a flash of light, others see a burst of flame. If it is not followed by any other message, it is safe to pray; otherwise, see below.
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.
Neutral characters see a "cloud of smoke".
Your sacrifice disappears!
As above, if lawful and blind.
Your sacrifice sprouts wings and a propeller and roars away!
Your sacrifice puffs up, swelling bigger and bigger, and pops!
Your sacrifice collapses into a cloud of dancing particles and fades away!
As above, if hallucinating. Which message you receive is randomly selected.
You feel appropriately <alignment>.
You feel you are thoroughly on the right path.
You sacrificed a cross-aligned unicorn on a coaligned altar, gaining 5 alignment record. The second message indicates you were already at maximum alignment record.
You sense a conflict between <your god=""> and <altar's god="">.
then
You feel the power of <your god=""> increase. if not blind: The altar glows <color>.
You successfully converted an altar, and base Luck was increased by 1.
Unluckily, you feel the power of <your god=""> decrease.
You failed to convert an altar, and base Luck was reduced by 1.
The voice of <altar's god=""> booms: "Thou shalt pay for thine indiscretion!" if not blind: A <monster> of <god> appears before you.
The altar's (former) god sent a minion to punish your (attempted) conversion.
The altar is stained with <race> blood.
The altar has been converted to chaotic via same-race sacrifice.
You have a hopeful feeling.
Your prayer timeout has been reduced, but is still nonzero. Base luck, if negative, was increased by one. You may not pray.
You have a feeling of reconciliation.
Your prayer timeout has been reduced to zero. Base luck, if negative, was reset to zero. Unless you have a cursed luckstone, you may safely pray.
An object appears at your feet!
You have received a gift, and your prayer timeout has been increased. You may not safely pray.
You have a feeling of inadequacy.
Your god is angry at you, and your sacrifice has done nothing to reduce their anger. You may not safely pray.
<deity> seems slightly mollified.
Your god's anger has been reduced, but is still nonzero. Base luck, if negative, was increased by one. You may not safely pray.
<deity> seems mollified.
Your god's anger has been reduced to zero. Base luck, if negative, was reset to zero. Sacrifice again to see if it is safe to pray.
You feel partially absolved.
Your alignment was negative and has been increased by the level of the corpse, to a maximum of zero. Sacrifice again to see if it is safe to pray.
You glimpse a four-leaf clover at your feet.
Your base Luck has been increased and is nonnegative. Unless you have a cursed luckstone, you may safely pray.
You think something brushed your foot.
As above, while blind.
You see crabgrass at your feet. A funny thing in a dungeon.
As above, while hallucinating.
So this is how you repay loyalty?
You attempted to sacrifice a former pet, your alignment record was reduced by 3, and you gained aggravate monster. The corpse was not consumed.
You have a sudden sense of a new direction.
You have been permanently converted to a new alignment.
Variants
SLASH'EM
In SLASH'EM, in addition to the usual benefits of sacrifice, you may have wielded and worn items blessed by your god, or minions granted as pets. The blessing effect extends to any wielded or alternate-wielded item, not just weapons. Additionally, due to the many new artifacts in SLASH'EM, there is much more variation in the types of artifacts you may receive.
Sacrifice gifts in SLASH'EM
Lawful gifts:
Demonbane,
Firewall (Flame mage 1st gift),
Grayswandir,
Holy Spear of Light,
Orcrist,
Quick Blade,
Reaper (Yeoman 2nd gift),
Skullcrusher (Caveman 1st gift),
Snickersnee (Samurai 1st gift),
Sting,
Sunsword,
Sword of Justice (Yeoman 1st gift)
Neutral gifts:
Cleaver (Barbarian 1st gift),
Deluder (Wizard 2nd gift),
Disrupter (Priest 1st gift),
Gauntlets of Defense (Monk 1st gift),
Giantkiller,
Luckblade,
Magicbane (Wizard 1st gift),
Mirrorbright (Healer 1st gift),
Mjollnir (Valkyrie 1st gift),
Sword of Balance,
Vorpal Blade,
Whisperfeet (Tourist 1st gift)
Chaotic gifts:
Bat from Hell (Rogue 1st gift),
Deathsword (Barbarian 2nd gift),
Deep Freeze (Ice Mage 1st gift),
Doomblade,
Elfrist,
Grimtooth,
Hellfire,
Houchou,
Plague,
Serpent's Tongue (Necromancer 1st gift),
Stormbringer
Unaligned gifts:
Dragonbane,
Fire Brand,
Frost Brand,
Ogresmasher,
Trollsbane,
Wallet of Perseus,
Werebane
FIQHack
FIQHack uses a different mechanism called piety to determine when you receive gifts or crowning from altar sacrifice. In addition, only gifted artifacts affect the rate of future artifact gifts. Artifacts obtained via wishing are not included in the calculation.
History
Until NetHack 3.6.0, if the first sacrifice gift did not find any eligible artifacts, then no artifact gift would be given at all. This would most commonly happen with elven Priests or Rangers who named Sting and Orcrist in the hope of guaranteeing Stormbringer as their first gift, only to fail because Stormbringer had been generated in bones already. This would make it impossible to get any sacrifice gifts for the entire game unless they were to change their alignment.
Changing your alignment would give an alignment bonus if you were lawful or a penalty if you were chaotic, instead of resetting your alignment record to zero.
References
↑ pray.c in NetHack 3.4.3, line 1127
↑ pray.c in NetHack 3.4.3, line 1157
↑ pray.c in NetHack 3.4.3, line 1160
↑ pray.c in NetHack 3.4.3, line 1319
↑ pray.c in NetHack 3.4.3, line 1164
↑ eaten_stat in eat.c
↑ pray.c in NetHack 3.4.3, line 1232
↑ pray.c in NetHack 3.4.3, line 1418
↑ pray.c in NetHack 3.4.3, line 1420
↑ 10.0 10.1 10.2 pray.c in NetHack 3.4.3, line 1147
↑ pray.c in NetHack 3.4.3, line 1439: ugod_is_angry tests for negative alignment record
↑ pray.c in NetHack 3.4.3, line 1442
↑ pray.c in NetHack 3.4.3, line 1441
↑ pray.c in NetHack 3.4.3, line 1440
↑ pray.c in NetHack 3.4.3, line 1443
↑ pray.c in NetHack 3.4.3, line 1444
↑ pray.c in NetHack 3.4.3, line 1446
↑ pray.c in NetHack 3.4.3, line 1455
↑ 19.0 19.1 pray.c in NetHack 3.4.3, line 1449
↑ pray.c in NetHack 3.4.3, line 1459
↑ pray.c in NetHack 3.4.3, line 1457
↑ pray.c in NetHack 3.4.3, line 1460
↑ pray.c in NetHack 3.4.3, line 1453
↑ pray.c in NetHack 3.4.3, line 1451
↑ pray.c in NetHack 3.4.3, line 1454
↑ pray.c in NetHack 3.4.3, line 1463
↑ 27.0 27.1 pray.c in NetHack 3.4.3, line 1469
↑ pray.c in NetHack 3.4.3, line 1485
↑ pray.c in NetHack 3.4.3, line 1488
↑ you.h in NetHack 3.4.3, line 326
↑ pray.c in NetHack 3.4.3, line 1489
↑ pray.c in NetHack 3.4.3, line 1495
↑ pray.c in NetHack 3.4.3, line 1492
↑ pray.c in NetHack 3.4.3, line 1494
↑ pray.c in NetHack 3.4.3, line 1470
↑ pray.c in NetHack 3.4.3, line 1477
↑ pray.c in NetHack 3.4.3, line 1478
↑ pray.c in NetHack 3.4.3, line 1481
↑ pray.c in NetHack 3.4.3, line 1480
↑ pray.c in NetHack 3.4.3, line 1483
↑ pray.c in NetHack 3.4.3, line 1475
↑ pray.c in NetHack 3.4.3, line 1473
↑ pray.c in NetHack 3.4.3, line 1474
↑ 44.0 44.1 src/artifact.c in NetHack 3.6.2, line 154
↑ src/artifact.c in NetHack 3.6.2, line 160
↑ src/artifact.c in NetHack 3.6.2, line 63
↑ 47.0 47.1 artifact.c in NetHack 3.4.3, line 139
↑ artifact.c in NetHack 3.4.3, line 138
↑ pray.c in NetHack 3.4.3, line 1219
↑ pray.c in NetHack 3.4.3, line 1197
↑ pray.c in NetHack 3.4.3, line 1173
↑ pray.c in NetHack 3.4.3, line 1214
↑ pray.c in NetHack 3.4.3, line 1215
↑ pray.c in NetHack 3.4.3, line 1218
↑ pray.c in NetHack 3.4.3, line 1216
↑ pray.c in NetHack 3.4.3, line 1217
↑ pray.c in NetHack 3.4.3, line 1188
↑ pray.c in NetHack 3.4.3, line 1203
↑ pray.c in NetHack 3.4.3, line 1170
↑ pray.c in NetHack 3.4.3, line 1180
↑ pray.c in NetHack 3.4.3, line 1181
↑ pray.c in NetHack 3.4.3, line 1223
↑ pray.c in NetHack 3.4.3, line 1229
↑ pray.c in NetHack 3.4.3, line 1231
↑ pray.c in NetHack 3.4.3, line 1230
↑ 66.0 66.1 66.2 pray.c in NetHack 3.4.3, line 1335: negative-value sacrifice will anger the altar's god
↑ 67.0 67.1 67.2 gods_upset in pray.c
↑ pray.c in NetHack 3.4.3, line 1325
↑ pray.c in NetHack 3.4.3, line 1343
↑ pray.c in NetHack 3.4.3, line 1346
↑ pray.c in NetHack 3.4.3, line 1406
↑ pray.c in NetHack 3.4.3, line 1407
↑ pray.c in NetHack 3.4.3, line 1384
↑ pray.c in NetHack 3.4.3, line 1400
↑ pray.c in NetHack 3.4.3, line 1380
↑ pray.c in NetHack 3.4.3, line 1398
↑ pray.c in NetHack 3.4.3, line 1410
↑ pray.c in NetHack 3.4.3, line 1346
↑ pray.c in NetHack 3.4.3, line 1357
↑ pray.c in NetHack 3.4.3, line 1363
↑ pray.c in NetHack 3.4.3, line 1364
↑ pray.c in NetHack 3.4.3, line 1347
↑ pray.c in NetHack 3.4.3, line 1371
↑ pray.c in NetHack 3.4.3, line 1368
↑ pray.c in NetHack 3.4.3, line 1372
↑ pray.c in NetHack 3.4.3, line 1367
↑ pray.c in NetHack 3.4.3, line 1373
↑ pray.c in NetHack 3.4.3, line 1235
↑ pray.c in NetHack 3.4.3, line 1243
↑ pray.c in NetHack 3.4.3, line 1244
↑ pray.c in NetHack 3.4.3, line 1293: unicalign == altaralign ist tested first
↑ pray.c in NetHack 3.4.3, line 1257
↑ pray.c in NetHack 3.6.0, line 1340: The "try to convert high altar" branch doesn't actually convert anything.
↑ pray.c in NetHack 3.4.3, line 1251
↑ pray.c in NetHack 3.4.3, line 1249
↑ pray.c in NetHack 3.4.3, line 1250
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.
</deity></deity></race></god></monster></altar's></your></color></your></altar's></your></alignment></flash></your></your></the></your></feet></feet></feet> |
# Talk:Monsters with hits creatures as a +x weapon (SLASH'EM)
Article
Is this SLASH'EM specific? If yes, the article should be moved to "$Name (SLASH'EM)" and the article should say so. -14:44, January 22, 2010 (UTC)
The article is "$Name (SLASH'EM)" as of now, but I suggest to remove the "(SLASH'EM)". Most SLASH'EM articles (need +x weapon to hit, magic candle, whetstone, and so on) have no "SLASH'EM" in their titles. I guess that "$Name (SLASH'EM)" is only necessary when "$Name" exists as a different article, as happens with pet (SLASH'EM) versus pet. --Kernigh (talk) 02:50, 2 June 2012 (UTC)
Incomplete list
A comment at mhitm.c:1002, version 0.0.7E7F3, states, "a monster that needs a +1 weapon to hit it hits as a +1 weapon." I believe that all monsters on the other list, Monsters with need +x weapon to hit, also belong on this list, but now they are absent. --Kernigh (talk) 02:50, 2 June 2012 (UTC)
Yeah, I just confirmed that with a vampire mage and a vampire lord; the vampire mage could indeed hit the vampire lord. It is overriden if the monster is specified to have a different "hits as" flag, so the in the case of a monster that appears on both lists but in different places, this first list takes precedence. I'm thinking what we should do is add those monsters, but all linking to a single note pointing to that reference (so people won't think that this list is inconsistent with the monster properties listed on the individual monster pages).
Unfortunately, I don't think there's any good way to actually merge the pages; there definitely are monsters with a specified "hits as" that's different from their enchantment resistance flags (mist and shadow wolves, for starters). So they'll probably have to remain as two pages, but I'll add all the monsters that get "hits as +x" implicitly to this page. -Ion frigate (talk) 07:38, 2 June 2012 (UTC)
As a minor aside, the implicit hits as +x does not properly carry over for a polymorphed hero. A vampire mage hero's bite attack hits as +0, while a normal vampire mage's bite attack hits as +3. A few techniques do correctly read in the need +x to hit as hit as +x, but uhitm does not. -- Qazmlpok (talk) 13:43, 2 June 2012 (UTC)
Mentioned that in the note. -Ion frigate (talk) 15:52, 2 June 2012 (UTC) |
# Warning
This article is about the property that alerts you to a hostile monster's presence. For the 'warning' that allows you to sense specific monsters, see warned of monster type.
Warning is a property that appears in NetHack and reveals the location of nearby hostile monsters that you cannot see.
Contents
1 Sources
2 Description
3 Strategy
3.1 Warning levels
4 Messages
5 History
5.1 Older messages
6 Variants
6.1 SLASH'EM
6.2 GruntHack
6.3 dNetHack
6.4 FIQHack
6.5 The November NetHack Tournament
6.6 xNetHack
6.7 SpliceHack
6.8 EvilHack
6.9 SlashTHEM
7 References
Sources
Warning can be obtained as an extrinsic by wearing a ring of warning or carrying an artifact that grants warning, i.e. the Orb of Fate or the Master Key of Thievery. It can be gained as an intrinsic by eating a ring of warning, or reaching a particular experience level as certain roles:
XL 7 as a Monk
XL 15 as a Caveman, Healer, Priest, or Wizard
The following information pertains to an upcoming version (3.7.0). If this version is now released, please verify that it is still accurate, then update the page to incorporate this information.
Per commit f9a3513, the helm of caution is a new item that confers warning while worn.
Description
The range of warning is indicated by question marks. In comparison, the range of unblind extrinsic telepathy is slightly smaller, and is indicated by flags.
While you possess warning, hostile monsters that are within a ten-tile radius and are at least level 4 will have their location marked with a number from 1 to 5 (1, 2, 3, 4, 5) - in graphical user interfaces using the default tileset, such as the Windows client nethackw, the numbers are replaced with colored question marks that correspond to the above numbers ( ).[1][2][3]
The number used to represent a monster is 1⁄4 of that monster's level - the result is rounded down to the nearest whole, and will go no higher than 5, while 0 is not displayed. The glyphs displayed are described as an "unknown creature causing you
<feeling>", where <feeling> is one of concern, anxiety, disquiet, alarm, or dread for warning levels one to five respectively. Warning levels will be chosen at random if you are hallucinating.
Moving near a hiding monster such as a piercer or trapper while possessing warning will cause you to take a second look close by, revealing the monster. Additionally, warning produces messages to alert you when you are standing on ice that is going to melt in under 15 turns.
Note that moving with m towards a warning glyph while blind will still attack in some cases, possibly petrifying you - this is a bug.
The following information pertains to an upcoming version (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 bug is fixed in commit 121290c.
Strategy
Warning is a useful property to pair with other means of detecting hostile monsters, such as extrinsic telepathy - though it does not reveal their identity, it functions regardless of whether the monster is mindless or not, allowing it to cover "gaps" in telepathy.
Warning levels
The following table lists which mindless monsters each warning may represent, assuming that the player already has extrinsic telepathy. As a result of this, the warning can vary - e.g., an ochre jelly can merit a warning number 1 or 2, depending on the dungeon level and your experience level at the time of its generation. Monsters may also shift warning levels after generation through growing up, e.g. via conflict or quaffing a potion of gain level, or losing levels to spells and attacks that drain life.
While not implemented, there is code to handle warning for monsters with a level below four - these would be represented by a 0 and described as causing you "worry".
Warning symbol
Possible monsters when also telepathic
(I, no warning)
bejvvyFFFFFFFMMPZZZZZZZ'''
1,
bbeeejjjvvvvvvyyEEEEFFMMMMMMMMPPPZZZZZ''''''
2,
beeejvvvEEEEMMMMPPZZZ''''
3,
vEEEEMPZZ''''
4,
Z''''
5,
'''
Messages
You feel sensitive!
You gained warning through leveling up.
You feel less sensitive!
You lost intrinsic warning through level drain.
The ice seems very soft and slushy.
You have warning and are standing on ice that will melt in under 15 turns.
You feel the ice shift beneath you!
As above, but in under 10 turns.
The ice, is gonna BREAK!
As above, but in under 5 turns; this is a direct quote from The Dead Zone, hence its punctuation.
History
Warning has been present in NetHack since the first public release of Hack included the ring of warning; the current warning system was first implemented in NetHack 3.3.1.
In prior versions, warning displayed messages when a hostile monster was nearby.[4] A ring of warning would additionally flash a single color corresponding to the warning numbers in modern versions - pink corresponds to "1", red to "2", ruby to "3", purple to "4", and black to "5". Messages that were higher in the list took precedence over lower ones. When blinded, no warning messages were displayed; while hallucinating, they are referred to as "mood rings", and the colors were replaced with hallucinatory ones.
No warning messages were displayed if one had been displayed within your last ten actions, unless the new message reflected a higher level of warning than the previous one.
The Palantir of Westernesse, the Elf quest artifact, conferred warning when carried from NetHack 3.1.0 to NetHack 3.3.0; the role and its artifact were made defunct in 3.3.1.
Older messages
Your left/right ring glows <color>!"
You are wearing a ring of warning.
Your rings both glow <color>!
You are wearing two rings of warning.
You feel apprehensive as you sense a <color> flash.
You have intrinsic warning, or warning from an artifact.
Your spider-sense is tingling...
As above while hallucinating.
Variants
Many variants introduce additional sources of warning, usually from quest artifacts.
In most variants that implement the Convict patch, The Iron Ball of Liberation is the Convict quest, and grants warning among other properties when carried.
SLASH'EM
In SLASH'EM, The Candle of Eternal Flame and The Storm Whistle are additional artifacts that grant warning.
The defunct artifacts The One Ring and The Pick of Flandal Steelskin granted warning when carried.
GruntHack
GruntHack implements the unusued code for warning of monsters that are level four and below described above, representing them with 0. Warning is also one of the many object properties that can appear on certain objects.
dNetHack
In dNetHack, the Android and the Madman role gain warning at experience level 15. The Binder spirit Huginn and Muninn passively grants warning.
The Palantir of Westernesse is reintroduced in the Elvish Racial Quest as an artifact source of warning. Other artifacts also grant warning: Grayswandir, The Black Crystal and The Rogue Gear-spirits while carried, The Hat of the Archmagi while worn, and Helping Hand while wielded.
Great Cthulhu is a monster that can be sensed within standard warning distance as "an unknown monster causing you dread", regardless of whether or not you possess the property.
FIQHack
In FIQHack, red dragon scale mail grants warning while worn.
The November NetHack Tournament
In The November NetHack Tournament, the Really Cool Shirt grants warning when worn.
xNetHack
In xNetHack, Itlachiayaque confers warning when carried.
SpliceHack
In SpliceHack, the Cartomancer gains warning at XL 7. Sharur also grants warning when wielded in weapon form.
EvilHack
In EvilHack, the Healer role no longer gains warning at XL 15, instead obtaining sickness resistance. The Infidel role gains warning at XL 15, and all centaurs gain the property at XL 10. Warning is also an object property that some armor and weapons may generate with.
The beholder is hard-coded to always show up as 5 when detected via warning, regardless of its level; it also does not show up via telepathy, making warning all the more vital to detect one before making eye contact and being subjected to potentially-deadly gaze attacks.
SlashTHEM
In SlashTHEM, some other roles can obtain warning through leveling up - the Zookeeper role starts with warning, the Officer role gains the property at XL 10, and the Ninja and Geek roles gain it at XL 15. Several other artifacts also confer warning as well:
The Flute of Slime (Acid Mage quest artifact, when carried)
The Cudgel of Cuthbert (Chevalier quest artifact, when carried)
The Harp of Lightning (Electric Mage quest artifact, when carried)
The Fire Chief Helmet (Firefighter quest artifact, when worn)
The Lockpick of Arsene Lupin (Locksmith quest artifact, when carried)
The Harp of Harmony (Musician quest artifact, when carried)
Blackshroud (Undertaker first sacrifice gift, when worn)
The Golden Whistle of Nora (Zookeeper quest artifact, when carried)
References
↑ include/display.h in NetHack 3.6.7, line 49
↑ include/hack.h in NetHack 3.6.7, line 494
↑ src/hacklib.c in NetHack 3.6.7, line 614: function dist2
↑ mon.c in NetHack_3.3.0, line 267
</color></color></color></feeling></feeling> |
# /dev/null/nethack tournament
The /dev/null/nethack tournament, also known as the devnull tournament, was the second longest running gaming tournament on the Internet, having run every November since 1999.[1] The tournament's main website was at http://nethack.devnull.net. It ran from midnight Pacific Time (PDT with the new extended Daylight Savings Time in the USA), 1 November (Halloween night) until midnight PT, 1 December.
During this time, players competed for a wide range of trophies ranging from simple stars for reaching in-game goals shy of ascension to trophies for impressive multi-ascension feats.
The competition was in NetHack 3.4.3, with custom patches applied to provide a new optional challenge each year (except 2011 and 2013). The old challenges (going back to 2005) were all available (except for the Kingdom Of Loathing challenge, which was broken by changes to the external website it depended on). The new challenge's identity was kept secret to make things more interesting for the players. Apart from that, no features or fixes were added, so beware of splitting long worms.
In September 2017 the tournament organizer Krystal announced on Twitter that it would be retired for good. An independent group of players held a final tribute tournament in the tournament's usual timeslot, running all the usual challenges but updated to NetHack 3.6.0 rather than 3.4.3. In keeping with tradition, the tournament ran on the (mostly) unpatched NetHack release, allowing (encouraging?) players to exploit various known bugs to their advantage. So, even though the astral call bug was no longer available, 3.6.0 had plenty of new material to offer in this space. From 2018 onwards, a new tournament, The November NetHack Tournament, has run in /dev/null/nethack's old timeslot in November.
Contents
1 Results
2 Challenges
2.1 Kingdom of Loathing challenge
2.2 Grue challenge
2.3 PacMan challenge
2.4 ZAPM challenge
2.5 DigDug challenge
2.6 Waldo challenge
2.7 Pool challenge
2.8 Joust challenge
3 Trophies
3.1 Grand
3.2 Major
3.3 Challenge
3.4 Minor
3.5 Recognition
3.6 Clan
3.7 Miscellaneous
4 See also
5 Notes
6 External links
Results
The official scoreboard was hosted on the tournament site. The archives are incomplete, not covering any tournaments past 2008.
To address this and other problems with the official website, unofficial scoreboards have been created:
The NetHack Scoreboard (does not consider clans or trophies)
Clan EIT's scoreboard (does not consider clans, currently defunct)
These evaluate the tournament xlogfile.
Challenges
Starting in 2005, the tournament added optional challenges to the game. Each year has added a new challenge, designated the Unknown Challenge until the completion of that year's tournament, and preserved the prior challenges. Some challenges are entirely internal to NetHack, and others require players to achieve a goal in another game.
Challenges are triggered by some action within NetHack. Upon the trigger, you may either accept the challenge, decline it for the current game, or ignore it permanently. If you accept, you are bound by the rules of the challenge until you complete it or choose to permanently ignore it via the tournament website. Challenges make NetHack harder in some way associated with the trigger until they are completed.
The tournament web site distributes a patch that adds the challenges to the game so that you may practice at home (or spoil the challenges). The current tournament patch as well as the server kit that they use are available for download at http://nethack.devnull.net/software/index.shtml#patch.
Year
Challenge
Official description
2005
The Kingdom of Loathing Challenge
Players accepting this Challenge must venture to the Kingdom of Loathing to defeat an alternate-universe Wizard of Yendor
2006
The Grue Challenge
Harkening back to Zork, players accepting this Challenge must find and figure out how to use the Frobozz Company Inter-Dimensional Portal Generator before being eaten by a Grue
2007
The PacMan Challenge
For the serious retro-gaming fetishist, this Challenge requires the player to complete a NetHack-ified PacMan game before being allowed to eat any fruit
2008
The ZAPM Challenge
For the very dedicated rogue-like gamer, this Challenge requires the player to complete a game of ZAPM before being allowed to wish
This Challenge has its own scoreboard, the trophies for which can be viewed (by players who have accepted the Challenge) here.
2009
The DigDug Challenge
For the serious retro-gaming fetishist, this Challenge requires the player to complete a NetHack-ified DigDug game before being allowed to dig
2010
The Waldo Challenge
Referring to the 'Where's Waldo?' books, this Challenge requires the player to find Waldo somewhere in the game before being allowed to tame new pets
2012
The Pool Challenge
Contributed by Nathaniel Waisbrot, requires the player to solve a life-size pool game using boulders and a pool queue before being able to push boulders around
2015
The Joust Challenge
Based on the 1982 'Joust' video game from Williams Electronics. Requires the player to ride an ostrich to victory over the Bounder, the Hunter, and the Shadow Lord, before being able to mount a steed.
Kingdom of Loathing challenge
This challenge was triggered by trying to engrave "Elbereth" and prevented players from engraving "Elbereth" while it was not completed.
Players had to play a different game, Kingdom of Loathing, and succeed in beating an alternate-universe Wizard of Yendor (a bot set up by the tournament administrator for this purpose) there.
As the challenge tested for engraving Elbereth using the strcmp function, this only affected the exact string "Elbereth"; variations such as "elbereth" or "ElberethE" were not affected.
This challenge is "not operational" as of 2012 because of changes in the Kingdom of Loathing infrastructure being not compatible with the code the tournament used for the challenge.
Grue challenge
Wikipedia has an article about:
Grue (monster)
(
Name
Frobozz Company Inter-Dimensional Portal Generator TM
Appearance
sinister device
Base price
1 zm
Weight
20
Material
[[{{{material}}}]]
Monster use
Will not be used by monsters.
The Grue challenge was triggered by entering an unlit room. Before it was completed, players could not safely enter unlit areas as after 3 input actions, a Grue will "eat" them. This is an instant death that cannot be resisted; however, using a light source will prevent this.
This challenge suffered from a bug similar to the lava time bug as it considers input actions, not turns; that is, checking your inventory three times will kill you.
A "sinister device" can be found in the challenge level, which is a large empty unlit room. The device has to be formally identified and then applied to complete the challenge.
The portal to the challenge level was randomly placed in Mines' End; as large parts of the mines are usually unlit, clearly the tricky part is not the challenge level per se, but reaching it. It is also advisable to have a scroll of identify ready before embarking on the trip to the challenge level, as it can otherwise be hard to formally identify the device.
PacMan challenge
Wikipedia has an article about:
Pac-Man
(
Name
energizer pellet
Appearance
shiny pellet
Base price
1 zm
Weight
20
Material
[[{{{material}}}]]
Monster use
Will not be used by monsters.
(
Name
lifegiving bonus fruit
Appearance
fruit token
Base price
1 zm
Weight
20
Material
[[{{{material}}}]]
Monster use
Will not be used by monsters.
The PacMan challenge was triggered by trying to eat "fruit". Before it is completed, players could not eat any "fruit". Those items are considered "fruit" for this purpose:
apples
oranges
pears
melons
bananas
carrots
slime molds (or any other user-named fruit)
In the challenge level, players had three "lives"; being attacked by any of Blinky, Inky, Pinky or Clyde (roughly equivalent to the ghosts in the original PacMan) would remove one of these lives. Once all of these lives were removed, the player was forced to leave the challenge level and unable to reenter in the same game. Applying an identified life giving bonus fruit outside the challenge level would restore three lives and allow re-entry and completion of the challenge.
The portal to the challenge level generated on the Oracle's level.
To complete the challenge, all squares of the level had to be walked on; they would seem to turn from lit to unlit. When the challenge was completed, the level had to be left using the portal also used to enter.
Monsters on the challenge level could always be seen, even when walls would normally obstruct the view. The level was automatically mapped when the player arrived. Phasing and digging were not possible.
If the player were invisible, the ghosts would not pursue the player as aggressively.
The level started fully lit, but because walking on a square unlighted it to indicate the player's progress, the PacMan level was not safe if the Grue challenge was currently in progress.
There were two lifegiving bonus fruits near the center of the maze; when formally identified and applied, each of them would add three additional lives.
There were also four energizer pellets; when formally identified and applied, the "ghosts" would flee from you. While they were fleeing, hitting any of them would instantly kill them, giving the message "Energized!".
The "ghosts" all respected Elbereth; in fact, as it made them flee, attacking them while standing on Elbereth would instantly kill them. Note that for the 2017 tribute tournament, the 3.6.0 Elbereth mechanics applied.
As the portal was randomly placed on the challenge level, it was possible to start next to the ghosts.
On the below map, ( marks the lifegiving bonus fruits; these were normally displayed as (. ( marks the energizer pellets. The ghosts are & Binky, & Pinky, & Inky, and & Clyde.
-----------------------------------|................|................||.-----.--------.|.--------.-----.||.................................||(-----.-------------------.-----(||................|................||------.---.----&(&----.---.------||........|.....|...|.....|........||------.---.----&(&----.---.------||................|................||.-----.--------.|.--------.-----.||.....|.....................|.....||----(|.---.-----------.---.|(----||........|.......|.......|........||.--------------.|.--------------.||.................................|-----------------------------------
ZAPM challenge
The ZAPM challenge was triggered by attempting to make a wish, and until it is completed, wishing was not possible.
The game of ZAPM, supplied by the /dev/null public servers (or the hardfought servers for the tribute challenge in 2017), became available and a player would have to win once to complete the challenge. See the ZAPM page for more information.
DigDug challenge
Wikipedia has an article about:
Dig Dug
This task was triggered by attempting to dig, and, once accepted, digging was not possible until the challenge was completed.
A portal somewhere in Minetown lead the player to the hiding place of D Fygar and his p Pookas. Each of them had to be zapped four times with a / wand of dangerously inflate monster. The first wand, with 4-8 charges, was lying in the main corridor; each of the challenge monsters started on (and picked up) another one of them. To access them, digging was allowed while within this level. A ( pick-axe was provided in the main room.
Phasing through the walls was impossible on the challenge level. All monsters on the challenge level were always visible (even through walls) and the level was pre-mapped. The entire level was lit. It was possible for the portal to spawn inside of one of the areas containing Fygar or a Pooka; if this happened, the best strategy was to make judicious use of Elbereth and try to pick up the wand before the enemy does. In preparation for this eventuality, bringing your own source of digging was recommended.
Fygar and the Pookas did respect Elbereth and could be killed in a number of ways, but that didn't count in respect to the challenge. They had to be hit with the wands four times; if they died earlier the challenge would become unwinnable for the current game. Often the wands would miss, and the first one often ran out before another one could be harvested; it was advisable to bring a scroll of charging or two. Fygar breathed fire, so reflection wasn't a bad idea either.
----------------|......(.......||..............||..............|| # || # # ##p# || # # || p # || # # || #/# || || # || ##D# # || p || # || |----------------
Waldo challenge
This challenge was triggered by attempting to tame a monster; before it was completed, taming monsters was impossible.
Any monster represented by a @ had a chance of being generated as "Waldo," which could be seen through farlook. To complete the challenge, a player had to first identify Waldo through farlook, and then chat to him. Waldo was only generated once in each game, so if he was killed before this was done, the challenge would be unwinnable for the current game.
In addition to Waldo himself, some Waldo lookalikes with similar names would also appear, although these did not help in completing the challenge. They each had a striped shirt and bobble hat in their inventory, which were items intended to be entirely cosmetic.
Earlier versions of this challenge were famously buggy, often becoming complete spontaneously with no apparent action by the player. Additionally, the bobble hat used to give an AC improvement of 10 points (and could be further enchanted), making it the best helm in the game by a very large margin. The bobble hat became something of a meme in some NetHack communities; an unqualified reference to "bobble hat" is typically taken to refer to the pre-bugfix version.
Pool challenge
This challenge was triggered by trying to push a boulder. Before it is completed, pushing boulders was impossible; manipulating boulders in other ways was still allowed.
On dungeon level 4, a second upstairs would generate, leading to the challenge level. This level was accessible even when the challenge has not been accepted; this was a bug. (Because a level cannot have more than three stairs, the existence of this challenge presumably also limited the Mines entrance to generate on level 2 or 3.)
The objective of the challenge was to fill all the pits on the challenge level with boulders. To do so, the boulders had to be hit with a cue boulder (0) that could only be moved by applying a cue stick (found next to the stairs) to it. Boulders would bounce from walls and could set each other in motion.
There might have been more specific conditions on how the pits must be filled to successfully complete the challenge; currently they are not fully known, however.
Below is a set of maps illustrating a solution.
-----------|^0......^||...0...0.||..@......||...0...0.||^0...0..^||.....00..||..0......||....>....||^.......^|-----------
-----------|^0......^||...0...0.||.........||.......0.||^0.@00..^||......0..||..0......||....>....||^........|-----------
-----------|^0......^||...0...0.||.........||.......0.||^0..0@...||......0..||..0......||....>....||^........|-----------
-----------|^0......^||...0...0.||.........||.......0.||..0......||[email protected]..||..0......||....>....||^........|-----------
-----------|^00@....^||.......0.||.........||.......0.||......0..||......0..||..0......||....>....||^........|-----------
-----------|..0.....^||[email protected].||.........||.......0.||......0..||......0..||..0......||....>....||^........|-----------
-----------|........^||.......0.||.........||.....0.0.||....@....||......0..||..0......||....>....||^.....0..|-----------
-----------|.........||.......@.||......0..||.......0.||.........||......0..||..0......||....>....||^.....0..|-----------
-----------|.........||.......@.||.........||.......0.||.........||...0..0..||.........||....>....||......0..|-----------
Joust challenge
Wikipedia has an article about:
Joust_(video_game)
This challenge was triggered by trying to #ride a saddled monster. Riding steeds was not allowed until the challenge is successfully completed.
The challenge was accessed via a magic portal in the zoo at the top of Sokoban.
The movement mechanics were modified to account for the alien gravitational conditions that prevail in the jousting arena.
The objective was to saddle and mount the ostrich(o), and defeat the Bounder(B), Hunter(H), and Shadow Lord(S), according to the rules of the original video game, which means hitting them from above (either directly or diagonally). If the player was hit from above or while dismounted, it would cost them one of their three lives. If the nemeses of this challenge (or the ostrich) died by any other means, the challenge would be unwinnable.
The ostrich started peaceful, but became tame when saddled (this conveniently bypasses the Waldo challenge).
Players needed to bring their own saddles to complete this challenge. A lance was not required.
The ostrich was considered domestic, so could also be tamed by feeding (subject to Waldo restrictions); it had a similar diet to other 'o' class monsters, so the tripe ration was a good choice.
Exiting the challenge level via the portal while riding the ostrich would result in a forced dismount, leaving the ostrich behind, and the saddle would be lost. However, leaving while not mounted, with the ostrich adjacent to the portal, would cause it to follow you out according to the usual pet following rules.
Trophies
The tournament also awarded trophies for all kinds of achievements within the game, ranging from the coveted Best of 13 to the Plastic Star.
There are six categories of trophies: Grand, Major, Challenge, Minor, Recognition, and Miscellaneous.
Grand
The Grand trophy used to be Highest Score until 2004, when it was changed to Best of 13. It was the sole trophy in its category and one of the most coveted.
Best of 13: Awarded to the player with most ascensions in 13 consecutive games with no multiple ascension of the same race/role/alignment/gender combination.
Major
The Major trophies recognised a wide variety of NetHack skills:
Most Ascensions: Awarded to the player with most ascensions during the tournament, with no regard to character repetition.
Fastest Ascension: Gametime: Awarded to the player who ascends in the smallest number of game turns.
Fastest Ascension: Realtime: Awarded to the player who ascends in the shortest amount of real time.
Lowest Scored Ascension: Awarded to the player who ascends with the smallest score.
Best Behaved Ascension: Awarded to the player who ascends with the largest amount of conducts intact.
First Ascension: Awarded to the player who ascends first in the tournament.
Most Unique Deaths: Awarded to the player who attains the largest variety of deaths.
Highest Scored Ascension: Awarded to the player who ascends with the highest score (duh).
Challenge
The Challenge trophies were awarded to those who complete the various tournament challenges outlined above. Those who complete them first receive particular recognition.
Minor
Minor trophies included all trophies awarded for the highest score for a particular role.
Recognition
Recognition trophies were awarded for various milestones within the tournament, ranging from impressive ascension combos to reaching some fixed points within the game. All of the multi-ascension combos had an enhanced version, which can be obtained by completing all the games meeting the criteria for obtaining the trophy consecutively, with no games that are not eligible for the prize in between. (In 2017, with the tribute tournament, the requirement was to complete the trophy within a single streak of wins, rather than every game that contributed progress towards the trophy having to be consecutive.) Said version is called "foo with bells on".
The Full Monty: Awarded to all players who ascend at least one game with each gender, each role, each race, each alignment, and each conduct intact (of course, not within one single game). At least five players achieved this trophy: Marvin (with bells on) in 2007, maud and nuslayer (without bells) in 2009, qp (without bells) in 2012, and Tariru (without bells) in 2017.
The Grand Slam: Awarded to all players who ascend at least one game with each gender, each role, each race, and each alignment (not considering conducts).
The Hat Trick: Awarded to all players who ascend at least one game with each gender, each alignment, and each race (not considering conducts nor roles).
The Double Top: Awarded to all players who ascend at least one game with each gender, and each alignment (not considering conducts, roles, nor races).
The Birdie: Awarded to all players who ascend at least one game with each gender.
The Dilithium Star: Awarded to those who ascend at least one game.
The Platinum Star: Awarded to those who enter the Astral Plane in at least one game. Getting this award makes it known to everyone that you splatted on Astral.
The Gold Star: Awarded to those who enter the Elemental Planes in at least one game.
The Silver Star: Awarded to those who defeat the High Priest of Moloch or otherwise acquire the Amulet of Yendor from him in at least one game.
The Bronze Star: Awarded to those who perform the Invocation Ritual in at least one game.
The Steel Star: Awarded to those who defeat the Wizard of Yendor in at least one game.
The Brass Star: Awarded to those who defeat Vlad the Impaler in at least one game.
The Copper Star: Awarded to those who enter Gehennom in at least one game.
The Zinc Star: Awarded to those who defeat Medusa in at least one game.
The Iron Star: Awarded to those who defeat their Quest Nemesis in at least one game.
The Lead Star: Awarded to those who reach the Mines' End level in at least one game.
The Plastic Star: Awarded to those who complete Sokoban in at least one game.
Clan
Best In Show: Awarded to the Clan with the highest score, calculated by summing the values of the various individual trophies gained by the players.
Miscellaneous
Killed By A Trickery: Not a trophy in itself, but rather a recognition of administrative error or server malfunction that killed off one's character.
See also
Junethack, another annual tournament which also includes variants of NetHack.
Notes
↑ The first is Myth World Cup which began in 1998.
External links
/dev/null/nethack Tournament 2006 Announcement
/dev/null/nethack Tournament 2007 Announcement
/dev/null/nethack Tournament 2007 Wrap-up
/dev/null/nethack Tournament 2007 final standings
/dev/null/nethack Tournament 2008 final standings
Mandevil's tables of devnull tournament statistics from 2005 to 2013 |
# Acid Mage quest
A user has suggested improving this page or section as follows:
"Role exists in SlashTHEM - retool accordingly if needed"
The Acid Mage quest ses you fighting the Lightningrod for Slow Blade. For more information on the quest branch in general, see the quest article.
Home level
Slime Pit
Locate level
Electric Power Station
Goal level
The Lightningrod's Domain
Leader
Acidsnort
Guardians
Attendants
Nemesis
Lightningrod
Quest Artifact
Slow Blade
Contents
1 Levels
1.1 Slime Pit
1.2 Upper filler level
1.3 Electric Power Station
1.4 Lower filler level(s)
1.5 The Lightningrod's Domain
2 Messages
2.1 Transporter level
2.2 Entry
2.3 Quest guardians
2.4 Quest leader
2.4.1 Encouragement
2.5 Locate and goal levels
2.6 Quest nemesis
2.6.1 Discouragement
2.7 Victory
2.8 Post-Quest
Levels
Random monsters on this Quest are generated with the following frequencies:
96/175 (55%) drow matron
24/175 (14%) random A
24/175 (14%) titan
6/175 (3%) random H
1/7 (14%) normal random monster
Slime Pit
..............^..................... . ........................................................................ ... ........................................................................ . ........................................................................ ... ........................................................................ . ...................................................................}}}}}}}^}}}}}}}...........................................................}}}|----...----|}}}........................................................}}|--...........--|}}................................................ . . . }|-...............-|} . . . ........................................ . . . .}|.......@@@.......|}. . . . ................................................^.......@@@.......^................................................ . . . .}|.......@@@.......|}. . . . ........................................ . . . }|-...............-|} . . . ................................................}}|--...........--|}}........................................................}}}|----...----|}}}...........................................................}}}}}}}^}}}}}}}................................................................... . ........................................................................ ... ........................................................................ . ........................................................................ ... ....................................
The magic portal is at the marked point. Acidsnort is at the point marked @, where there is also a chest and a chaotic altar, surrounded by eight attendants. There is a pit at each entrance to the circle. The level also contains 16 random monsters and two random traps.
The entire level is no-teleport, and has undiggable walls.
Upper filler level
This is a cavernous level, with seven random monsters; seven random objects; and four random traps.
Electric Power Station
<. .... ...... .>. ....... .. .. ......S... .......... ..... ........ .... .. .. ... . ......... .. ^ ..... .... .. .. . ..... .. . .. ..... .... . .. .. S .. .. .... S .. .. .... .. .. ..... ... .. .. ........ .. .. ...... ...... ... .. ............ ... ... .... .. .... .... ........................S^...S...... .. ^. .. ... ........................ .. .. .. .. ........................ .. .... .... .. ........................ .. ...... .. .. ... .................... .. .... .... .. ..... ............ .. .. .. .. .. ... .S ............ .... ... .. .. .............. .... ^........... .... .. ..... ... .. .. .... ..... .. .... .............. ...... .....
The stairs are at the marked positions. The marked traps are a pit, a spiked pit, a squeaky board, and a magic trap; the level also has 23 random monsters, two random traps, and fifteen random items. The entire level has undiggable walls and floor. Teleportation is permitted. Note that due to the lack of actual walls, magic mapping the level will only show you the location of the down stairs.
Lower filler level(s)
These are cavern levels, with seven random monsters; eleven random objects; and four random traps.
The Lightningrod's Domain
... ... .X....................................................................X... ... + ... . ............ ....... . ....... . . ............................. . ........ .........S.. . . ............ . ...... . H . . ....... .. . . ......... . .... + . ... . .. . . S . H ...XXX... .S. .S............... . . ... . ... . 3..eee... . . . ........ .....S.+.......+..Xe\eX.3+........+. H . . ... H ... S ...eee... .. ..... . . .. ...XXX... .. ...... . . ....... ... + .... .... .......... . . .............. .. . ...... .. ............. . . ............. H . H .......... ...... . X.. + X.. .......................................................................... ... ...
The Lightningrod, with the Bell of Opening and Slow Blade, occupies the throne, where there is also a chest; surrounding him are eight shocking spheres and eight other random monsters, marked with X. There are also six arch-titans embedded in the walls, from where they can freely cast spells and summon monsters while protected from the player. The points in the corner rooms marked with X each indicate a random monster. Each of the shocking spheres in the Lightningrod's room is standing on a random object; there are five further random objects located randomly around the level, as well as six traps.
The entire level has undiggable walls. Teleportation is permitted.
Messages
Transporter level
On descending to the level where the transporter is located:
You receive a faint telepathic message from Acidsnort:
Your help is urgently needed at Slime Pit!
Look for a ...ic transporter.
Ye kouldn't quite make out that last message.
Entry
First time:
You are at Slime Pit, and since Acidsnort is calling for you, something obviously
has to be wrong. There are weird creatures around here, too...
Could it be that Slime Pit has been defiled by some evil force?
Next time:
Once again, you are back at Slime Pit.
If already rejected twice due to bad alignment:
You are back at Slime Pit.
You have an odd feeling this may be the last time you ever come here.
Quest guardians
If #chatting before the quest is complete:
"Greetings, fellow Mage."
"We're being overrun by fierce creatures!"
"Help us fight the infestation!"
"Some sinister force is spawning bad things here!"
"Better look for Acidsnort quick, he may need your help!"
If #chatting after the quest is complete:
"Good luck,
<currentrank>!"
"Go on and use your powers!"
"You're quite skilled, <playername>."
"Thanks for putting the Lightningrod out of his misery."
"You did a good job, <playername>."
Quest leader
When you first meet your quest leader:
"<playername>, grave times have befallen us. We will need four (sic) help.
Do you think you're ready?"
When you return, having been rejected due to lack of experience:
"Welcome back, <playername>. Are you ready to help us now?"
This message is not currently used:
"<playername>! Time is running out! We need you to help us right now!"
When you are expelled from the quest for having failed the alignment test seven times:
"You're too late, <playername>! All hope is lost. We will never be able to
fight the infestation now.
Please go away and let me and my fellows die in peace."
When being rejected due to lack of experience:
"<playername>, you aren't yet ready to fight the Lightningrod. Train your skills until
you are a Corroder, and then come back at once."
When being rejected due to having worse than pious alignment:
"Sorry <playername>, but we can't trust you yet. Try to prove your valor
and then come back to me at once."
When finally assigned the quest:
"<playername>, we're being overrun by evil creatures. This must be the work of
the Lightningrod, a terrible being that can control minds!
You will need to go to Electric Power Station and get back Slow Blade, and also defeat the Lightningrod.
Now go!"
Encouragement
If you subsequently chat to your quest leader, you are encouraged:
"Don't underestimate the power of the Lightningrod."
"Journey forth to Electric Power Station and put the Lightningrod out of his misery."
"You must get back Slow Blade!"
"Slow Blade is a powerful artifact. If you find it, get it back to me."
"Please be quick on your quest, <playername>."
"You're a <currentrank>, you should be able to help us."
"<deity> may protect you on your path."
"Beware, the Lightningrod may resist some of your attacks."
"Good luck on your quest! Now go!"
"If you don't defeat the Lightningrod soon, the creatures will overrun our Slime Pit!"
Locate and goal levels
When first entering the locate level:
The entrance to Electric Power Station must be somewhere around here.
You feel you're getting closer to the source of all these creatures.
When returning:
Once again, you are near the entrance to Electric Power Station.
When first entering the goal level:
This must be the place where the Lightningrod lurks. It's Electric Power Station, obviously.
Now you must find Slow Blade somewhere around here.
When returning:
Once again, you enter the Lightningrod's domain.
Quest nemesis
When first encountering the quest nemesis:
the Lightningrod notices you and gets ready to battle you.
You know you have to fight him for Slow Blade and the Bell of Opening.
Upon further meetings:
the Lightningrod's presence haunts you.
And on the 4th and subsequent meetings:
You are stricken with fear as the Lightningrod comes closer to you.
When you have the Slow Blade, but the Lightningrod has not been destroyed:
You still need to fight the Lightningrod if you ever want to get Slow Blade back.
Discouragement
The Lightningrod does not speak, but will occasionally make its presence known:
the Lightningrod screams eerily.
The presence of the Lightningrod lets the hair on the back of your neck stand up.
Your visions are blurring...
You suddenly remember some dreadful happenings from your past.
Did something just move?
The air around Electric Power Station seems icy cold.
This place is giving you the creeps.
You seem to see a white rabbit jumping around.
The walls seem to be closing in on you.
You still have time to flee with your life...
Victory
When picking up your quest artifact:
Finally! Slow Blade is yours. Now you need to bring it back to Acidsnort.
Maybe he'll reward you.
When destroying the nemesis:
You destroy the Lightningrod, making sure it cannot haunt you any more.
When returning to your quest leader:
Acidsnort speaks:
"Welcome, <playername>! I see you have been successful in your quest!
the Lightningrod is no more, and Slime Pit is in good shape again.
Thanks a lot, <playername>! By the way, I've decided to allow you
to keep Slow Blade; may it be of good use to you.
Goodbye!"
When subsequently throwing the Slow Blade to Acidsnort:
"Well done, <playername>! May there be light on your path!"
Post-Quest
When talking to Acidsnort after the quest:
"You're always welcome, <playername>!"
When talking to Acidsnort after getting the Amulet:
"That amulet... Can it be? <playername>, you actually got the Amulet of Yendor?
Unbelievable! You might actually ascend and become a demigod!
I'll be praying for your success, <playername>. Best of luck to you!"
</playername></playername></playername></playername></playername></playername></deity></currentrank></playername></playername></playername></playername></playername></playername></playername></playername></playername></playername></currentrank> |
# Spellbook of identify
spellbook of + identify
Appearance
random
Abundance
2.03%
Base price
300 zm
Weight
50
Turns to read
12
Ink to write
15–29
Spell type
divination
Level
3
Power cost
15 Pw
Direction
non-directional
Equivalent
scroll of identify
In NetHack, the spellbook of identify allows you to learn the spell of identify. It is a level 3 divination spell, and the spellbook takes roughly 12 turns to read; while no more difficult than any other level 3 spell, this is the longest duration of the group.[1]
Contents
1 Generation
2 Description
3 Strategy
4 History
5 Variants
5.1 SLASH'EM
5.2 FIQHack
5.3 xNetHack
6 References
Generation
Wizards may start the game with this spellbook as one of their non-force bolt spellbooks, while Priests may start with this as one of their two starting spellbooks.
There is a ~2.03% chance that a randomly generated spellbook will be a spellbook of identify.
Description
Casting this spell at Basic or lower skill level is equivalent to an uncursed scroll of identify, identifying 1 item 84% of the time and identifying 2, 3, 4, or all items 4% of the time each. At Skilled or higher level, it works the same as a blessed scroll and identifies 1d4 items 80% of the time, and will identify your entire inventory 20% of the time. With positive Luck, a Skilled or higher casting will always identify at least 2 items.[2][3]
Strategy
The spell of identify is considered the most useful utility spell in the game, and can easily supplant scrolls of identify. The spellbook is a serious boon for early-game Wizards and any high intelligence/wisdom character with good power reserves for casting, sometimes to the point of being a start scumming target - late-game Wizards often try to write the spellbook if they have not discovered it; other characters invested in casting might wish for it directly in the same scenario.
Being able to completely identify your inventory reduces the amount of inventory management required throughout the game: it saves an extra charge or more for most wands that would be spent engraving or zapping, as well as letting you see the number of charges they have left. It also allows you to discern the beatitude of any item without an altar, and easily distinguishes between normal and magical items. However, it also requires you to manage your energy efficiently if you intend to make use of other spells regularly, so that you do not find yourself short on power at a critical moment - though you will generally end up using it less as you identify more items.
History
The spellbook of identify and its spell first appear in NetHack 1.3d.
Variants
Several variants modify the availability of the identify spell, as part of a rebalancing attempt to make it less "overpowered" while still remaining useful.
SLASH'EM
In SLASH'EM, identify is a level 5 spell.
FIQHack
In FIQHack, identify is a level 2 spell, but is more limited in scope, only identifying object types. As the player's divination skill increases, they will be able to discern more qualities of an item aside from its function.
xNetHack
In xNetHack, the spell is removed entirely due to balance issues conflicting with the new spellcasting system introduced. Scrolls of identify are made much more effective to compensate.
References
↑ objects.c in NetHack 3.6.0, line 957
↑ read.c in NetHack 3.6.0, line 1441
↑ spell.c in NetHack 3.6.0, line 1101
This page may need to be updated for the current version of NetHack.
It may contain text specific to NetHack 3.6.4. Information on this page may be out of date.
Editors: After reviewing this page and making necessary edits, please change the {{nethack-364}} tag to the current version's tag or {{noversion}} as appropriate. |
# Vortex
The members of the vortex monster class will all engulf you and cause an appropriate type of damage, except dust vortices, which will blind you, and fog clouds, which will do physical damage. Once you can survive their engulfing long enough to get yourself expelled with your horn or drum, their greatest danger is transporting you into lava or into a black dragon's disintegration blast.
Contents
1 Types
1.1 Fog cloud
1.2 Dust vortex
1.3 Ice vortex
1.4 Energy vortex
1.5 Steam vortex
1.6 Fire vortex
2 Body parts
3 Messages
4 Encyclopedia entry
5 UnNetHack
6 References
Types
Fog cloud
v fog cloud
Difficulty
4
Attacks
Engulf 1d6
v fog cloud
Difficulty
4
Attacks
Engulf 1d6
Base level
3
Base experience
38
Speed
1
Base AC
0
Base MR
0
Alignment
0 (neutral)
Frequency (by normal means)
2 (Quite rare)
Genocidable
Yes
Weight
0
Nutritional value
0
Size
Huge
Resistances
Sleep, Poison, Stoning
Resistances conveyed
None
A fog cloud:
can fly.
can flow under doors.
does not breathe.
has no eyes.
has no limbs.
has no head.
is mindless.
does not have a solid form.
does not eat. (*)
is neither male nor female.
is normally generated hostile.
never leaves a corpse.
Reference
monst.c#line856
Fog clouds offer a good opportunity for weapon training. While you are engulfed, your attacks are guaranteed to hit, avoiding the normal trouble non-warrior roles can have with the −4 Unskilled to-hit penalty. Despite messages like "You are laden with moisture and can barely breathe", they are not very dangerous because of their low speed. Pacifists might have problems with them if they can't move away since they mustn't destroy them.
As of NetHack 3.6.0, vampires and vampire lords can transform into fog clouds; they will rise up in their normal form when killed.
Dust vortex
v dust vortex
Difficulty
6
Attacks
Engulf 2d8 blind
v dust vortex
Difficulty
6
Attacks
Engulf 2d8 blind
Base level
4
Base experience
54
Speed
20
Base AC
2
Base MR
30
Alignment
0 (neutral)
Frequency (by normal means)
2 (Quite rare)
Genocidable
Yes
Weight
0
Nutritional value
0
Size
Huge
Resistances
Sleep, Poison, Stoning
Resistances conveyed
None
A dust vortex:
can fly.
does not breathe.
has no eyes.
has no limbs.
has no head.
is mindless.
does not eat. (*)
is neither male nor female.
is normally generated hostile.
never leaves a corpse.
Reference
monst.c#line863
As with fog clouds, dust vortices offer a good chance for beginning characters to train their weapon skills, particularly up to NetHack 3.6.0 since they dealt no physical damage. In NetHack 3.6.1, dust vortices are able to deal 1d6 physical damage if their attack fails to engulf you because you had been engulfed by them recently.[1]
Ice vortex
v ice vortex
Difficulty
7
Attacks
Engulf 1d6 cold
v ice vortex
Difficulty
7
Attacks
Engulf 1d6 cold
Base level
5
Base experience
74
Speed
20
Base AC
2
Base MR
30
Alignment
0 (neutral)
Frequency (by normal means)
1 (Very rare)
Genocidable
Yes
Weight
0
Nutritional value
0
Size
Huge
Resistances
Cold, Sleep, Poison, Stoning
Resistances conveyed
None
An ice vortex:
can fly.
does not breathe.
has no eyes.
has no limbs.
has no head.
is mindless.
does not eat. (*)
is neither male nor female.
is normally generated hostile.
can be seen through infravision.
does not appear in Gehennom.
never leaves a corpse.
Reference
monst.c#line870
Energy vortex
v energy vortex
Difficulty
9
Attacks
Engulf 1d6 shock, Engulf drain energy 2d6, Passive (level + 1)d4 shock
v energy vortex
Difficulty
9
Attacks
Engulf 1d6 shock, Engulf drain energy 2d6, Passive (level + 1)d4 shock
Base level
6
Base experience
101
Speed
20
Base AC
2
Base MR
30
Alignment
0 (neutral)
Frequency (by normal means)
1 (Very rare)
Genocidable
Yes
Weight
0
Nutritional value
0
Size
Huge
Resistances
Shock, Sleep, Disintegrate, Poison, Stoning
Resistances conveyed
None
An energy vortex:
can fly.
does not breathe.
has no eyes.
has no limbs.
has no head.
is mindless.
does not have a solid form.
does not eat. (*)
is neither male nor female.
is normally generated hostile.
never leaves a corpse.
Reference
monst.c#line879
The energy vortex is a very dangerous monster to encounter for players who lack shock resistance, possessing both passive and active shock attacks. The passive attack is only triggered by melee attacks; ranged attacks, even when engulfed, are perfectly fine. This includes repeatedly throwing and picking up your melee weapon, if you have no more powerful alternative. It is sometimes necessary to use wands to survive an unfortunate energy vortex encounter. Normally, neither engulfing nor passive shock attacks will destroy your rings or wands; however, after the vortex releases you, its engulfing attack gets temporarily (for 1-2 turns) converted to a shocking touch attack, which can explode your items.
While engulfed, the energy vortex will drain your power 75% of the time, similar to an anti-magic field. If it drains your power below zero, it will reduce your maximum power. This can be particularly devastating if you can't kill it quickly; it can drain your max power all the way down to zero. Cancelling the vortex will prevent this, but magic cancellation will not, nor will magic resistance.
The energy drain attack was implemented in NetHack 3.6.0, where it was 4d6, making it even more dangerous.
Steam vortex
v steam vortex
Difficulty
9
Attacks
Engulf 1d8 fire
v steam vortex
Difficulty
9
Attacks
Engulf 1d8 fire
Base level
7
Base experience
112
Speed
22
Base AC
2
Base MR
30
Alignment
0 (neutral)
Frequency (by normal means)
2 (Quite rare)
Genocidable
Yes
Weight
0
Nutritional value
0
Size
Huge
Resistances
Fire, Sleep, Poison, Stoning
Resistances conveyed
None
A steam vortex:
can fly.
does not breathe.
has no eyes.
has no limbs.
has no head.
is mindless.
does not have a solid form.
does not eat. (*)
is neither male nor female.
is normally generated hostile.
can be seen through infravision.
appears only in Gehennom.
never leaves a corpse.
Reference
monst.c#line888
Fire vortex
v fire vortex
Difficulty
10
Attacks
Engulf 1d10 fire, passive (level + 1)d4 fire
v fire vortex
Difficulty
10
Attacks
Engulf 1d10 fire, passive (level + 1)d4 fire
Base level
8
Base experience
142
Speed
22
Base AC
2
Base MR
30
Alignment
0 (neutral)
Frequency (by normal means)
1 (Very rare)
Genocidable
Yes
Weight
0
Nutritional value
0
Size
Huge
Resistances
Fire, Sleep, Poison, Stoning
Resistances conveyed
None
A fire vortex:
can fly.
does not breathe.
has no eyes.
has no limbs.
has no head.
is mindless.
does not have a solid form.
does not eat. (*)
is neither male nor female.
is normally generated hostile.
can be seen through infravision.
appears only in Gehennom.
never leaves a corpse.
gives out light.
Reference
monst.c#line897
Body parts
Vortex also refers to the grouping of body parts for the forms of vortices. It affects the messages referring to the appropriate body parts as follows:[2]
Body part[3]
Description
Arm
Region
Eye
Eye
Face
Front
Finger
Minor current
Fingertip
Minor current
Foot
Lower current
Hand
Swirl
Handed
Swirled
Head
Central core
Leg
Lower current
Light headed
Addled
Neck
Center
Spine
Currents
Toe
Edge
Hair
Currents
Blood
Life force
Lung
Center
Nose
Leading edge
Stomach
Interior
Messages
"You are freezing to death!"
You have been engulfed by an ice vortex.
Encyclopedia entry
Swirling clouds of pure elemental energies, the vortices are
thought to be related to the larger elementals. Though the
vortices do no damage when touched, they are noted for being
able to envelop unwary travellers. The hapless fool thus
swallowed by a vortex will soon perish from exposure to the
element the vortex is composed of.
UnNetHack
UnNetHack included the anti-matter vortex in versions prior to 4.0.0.
References
↑ src/mhitu.c in NetHack 3.6.1, line 302
↑ src/polyself.c in NetHack 3.6.0, line 1580
↑ include/hack.h in NetHack 3.6.0, line 320
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. |
# Webbing
Webbing is an attack effect used by some monsters in dNetHack. When these attacks connect with a target, they create a web trap at the target's location, entangling the target. ("The webbing sticks to you. You're caught!")
While these attacks do no hit point damage, their immobilizing effect can be a serious obstacle to fighting or escaping a difficult situation.
Some examples of monsters that use webbing attacks are high-level spiders and spider hybrids that try to ensnare you with a melee kick attack, and web-covered drow monsters that entangle you when you strike them in melee.
Monster
Attack Type
Mirkwood spider
Kick
Mirkwood elder
Kick
Demonic black widow
Kick
Sprow
Kick
Drider
Kick, Spit
Priestess of Ghaunadaur
Kick
Drow mummy
Passive
Embraced drowess
Passive
While their attacks are coded differently, the edderkop's shadow bolts create web traps at their targets, and the Avatar of Lolth has a seduction attack which results in webbing.
If you get webbed while riding, you will fall from your steed. Note that if your steed or other pet becomes caught in a newly created web, trying to untrap it may cause a new web to appear on your tile.
Strategy
Main article: Web
The same strategies used to deal with the webs generated in vanilla are also applicable to extricating yourself from and cleaning up the webs left by monster attacks.
If you are encountering many monsters with webbing attacks (for example, on a quest), it may be worthwhile to name Sting and wield it to cut yourself free, at the cost of incrementing the number of artifacts that have been created. High strength (natural or obtained from gauntlets of power) can also help you tear free from webs. |
# User:Red kangaroo/YANIs/Dungeon/Computer Level
This is my reimagination of the original level as a portal branch with special goal for the player to accomplish.
Layout
|---------------------------------------------------------------------------||...........................................................................||.....|...............................................................|.....||..#..|...............................................................|..#..||.....|...............................................................|.....||.....|...............................................................|.....||.-----...............................................................-----.||...........................................................................||...........................................................................||.....................................^.....................................||...........................................................................||...........................................................................||.-----...............................................................-----.||.....|...............................................................|.....||.....|...............................................................|.....||..#..|...............................................................|..#..||.....|...............................................................|.....||...........................................................................||---------------------------------------------------------------------------|
The whole level is lit, undiggable, unmappable and no-teleport.
The player arrives at the desiganted magic portal. Randomly on the level are placed four special items: amulet of data storage, ring of timely backup, scroll of root password detection and wand of debugging. These items are not otherwise randomly generated, but may be wished for with the exception of the wand.
The four # located in the small alcoves are computer terminals.
Goal
While no monsters are present on the level when the player first enters, grid bugs quickly start spawning in large numbers. No other monsters spawn on this level.
Grid bugs here are scaled in damage and difficulty to pose a challenge to the player, plus for each grid bug killed, the rest is made slightly more difficult again and the spawn rate increases. The player needs to kill a certain number of grid bugs to defeat the "wave", after which a floppy disc is generated randomly on the level. Any number of waves can be defeated and each creates a single floppy disc, but each requires slightly more grid bugs killed and the grid bugs themselves are, of course, steadily more dangerous.
To achieve the goal of this special level, the player needs to get at least four floppy discs and insert them into the four computer terminals (by #looting the terminal and selecting a floppy disc to insert). Each floppy disc inserted increases the difficulty and spawn rate of grid bugs again. Additional floppy discs may be inserted into the same terminal, but only after at least one floppy disc is inserted into each terminal is the goal achieved, so doing this only results in more difficult fight.
Should the player leave the level before activating all four terminals (either through the portal or by levelport), all terminals will deactivate and the player must start again.
Once all four terminals are activated, the digital rune is generated randomly on the level. |
# Talk:Mummy wrapping
I've always wondered that...Why the mummy wrapping? Surely any armor would give the same effect logically. Silly shopkeepers. They don't mind a dwarf looting all their stuff and hacking at all their walls, but invisibility is RIGHT OUT, even with pounds of armor on... Lotte 03:51, 1 March 2007 (UTC)
If you had read the article, you would have seen that it is a reference to the invisible man. — Preceding unsigned comment added by 82.66.91.156 (talk • contribs) 5 February 2009
But all of the invisible man's clothing was seen, not only his bandages. ;) — Preceding unsigned comment added by 77.124.135.186 (talk • contribs) 7 March 2009
B/U/C
What are the B/U/C probabilities? |
# Konwert
It is possible to configure custom map symbols to arbitrary UTF8 characters using konwert. All that is required is to set each of the DUNGEON, TRAPS, EFFECTS, OBJECTS, and WARNINGS options to ASCII codes that are definitely not going to be used for any purpose other than drawing the map, then remap those values to the UTF8 characters you want.
Configuring NetHack
Turning on the eight_bit_tty option gives you access to character codes 128-255 which aren't otherwise used, so it's easiest just to set the various symbols to use those character codes, starting at 128:
DUNGEON= 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 \
144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 \
160 161 162 163 164 165 166 167 168
TRAPS= 169 170 171 172 173 174 175 \
176 177 178 179 180 181 182 183 184 185 186 187 188 189 190
EFFECTS= 191 \
192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 \
208 209 210 211 212 213 214 215 216 217 218 219
OBJECTS= 220 221 222 223 \
224 225 226 227 228 229 230 231 232 233 234 235 236
WARNINGS= 237 238 239 \
240 241 242
You may also want to set:
BOULDER = 243
So you can set different character for a statue and a boulder (233=\xE9 and 243=\xF3 in ˝/.konwert/aux/charsets/nethack, respectively). Otherwise, same character is used for both.
Configuring konwert
konwert filters are just executable shell scripts, and it will look for them in your ~/.konwert/filters/ directory. The cp437-UTF8 filter is a good starting-point, copy it into your personal filters directory from /usr/share/konwert/filters/cp437-UTF8. Edit it and remove the -e argument and the text that follows. Rename it 'nethack'.
This filter looks for the character set conversion table ~/.konwert/aux/charsets/nethack - that is where you'll map the hexadecimal values of the character codes to actual UTF8 characters. Here's the file I'm using at the moment (I really should get around to specifying characters for those traps):
# DUNGEON
\x80 ⬚
\x81 ┃
\x82 ━
\x83 ┏
\x84 ┓
\x85 ┗
\x86 ┛
\x87 ╋
\x88 ┻
\x89 ┳
\x8A ┫
\x8B ┣
\x8C ▢
\x8D □
\x8E □
\x8F ▣
\x90 ▣
\x91 ▥
\x92 ♣
\x93 ·
\x94 ░
\x95 ▒
\x96 ⌫
\x97 ⌦
\x98 ⌊
\x99 ⌉
\x9A ✟
\x9B ∩
\x9C ♄
\x9D ◡
\x9E ∰
\x9F ⊚
\xA0 ☃
\xA1 ♨
\xA2 ╎
\xA3 ╌
\xA4 ╪
\xA5 ╫
\xA6 ≋
\xA7 ☁
\xA8 ≌
# TRAPS
\xA9 ^
\xAA ^
\xAB ^
\xAC ^
\xAD ^
\xAE ^
\xAF ^
\xB0 ^
\xB1 ^
\xB2 ^
\xB3 ^
\xB4 ^
\xB5 ^
\xB6 ^
\xB7 ^
\xB8 ^
\xB9 ^
\xBA "
\xBB ^
\xBC ^
\xBD ^
\xBE ^
# EFFECTS
\xBF │
\xC0 ─
\xC1 ╲
\xC2 ╱
\xC3 ☢
\xC4 ⚡
\xC5 ❯
\xC6 ❮
\xC7 ◴
\xC8 ◵
\xC9 ◶
\xCA ◷
\xCB ╭
\xCC ─
\xCD ╮
\xCE │
\xCF │
\xD0 ╰
\xD1 ─
\xD2 ╯
\xD3 ╲
\xD4 │
\xD5 ╱
\xD6 ─
\xD7 ╳
\xD8 ─
\xD9 ╱
\xDA │
\xDB ╲
# OBJECTS
\xDC ♅
\xDD ⚔
\xDE ◎
\xDF ◦
\xE0 ☿
\xE1 ☭
\xE2 ♋
\xE3 ⚱
\xE4 ♊
\xE5 ❐
\xE6 /
\xE7 $
\xE8 ♦
\xE9 ♜
\xEA ⚈
\xEB ☷
\xEC ✦
# WARNINGS
\xED ¹
\xEE ²
\xEF ³
\xF0 ⁴
\xF1 ⁵
\xF2 ⁶
# CUSTOM BOULDER
\xF3 ●
You can then place whatever UTF8 characters you want into the second column. If you're using complex pictorial characters like some of the ones I've chosen, it's worth configuring your terminal to use a large font when playing NetHack - I use Bitstream Vera Sans Mono at 19pt (as big as I can get it and still fit 80 columns on the screen).
Running NetHack
All that is left to do is run NetHack:
nethack | konwert nethack |
# File:Cloud.png
File
File history
File usageNo higher resolution available.
Cloud.png (16 × 16 pixels, file size: 217 bytes, MIME type: image/png)
A 16x16 vanilla NetHack tile of the item 'cloud'.
File history
Click on a date/time to view the file as it appeared at that time.
Date/TimeThumbnailDimensionsUserComment
current12:34, 1 August 200616 × 16 (217 bytes)BotFenix (talk | contribs)A 16x16 vanilla NetHack tile of the item 'cloud'. Category:16x16 tiles
You cannot overwrite this file.
File usage
The following 4 pages uses this file:
Cloud
List of vanilla NetHack tiles
Poison cloud
Scroll of stinking cloud |
# User:Gordon schumway
I have played way too much Nethack, starting somewhere around 1990 and becoming obsessive around 1995.
SLASH'EM, on the other hand, I just started playing in late 2010 and am really enjoying. |
# Unicorn horn
(
Name
unicorn horn
Appearance
unicorn horn
Damage vs. small
1d12
Damage vs. large
1d12
To-hit bonus
+1
Weapon skill
unicorn horn
Size
two-handed
Base price
100 zm(+10/positive enchant)
Weight
20
Material
bone
A unicorn horn, sometimes called a unihorn, is a weapon-tool that appears in NetHack. It is made of bone.
Contents
1 Generation
2 Unicorn horn skill
3 Description
4 Strategy
4.1 Obtaining and maintaining horns
4.2 Monsters and pets
4.3 As a curative item
4.4 As a weapon
4.5 Potion identification
4.6 Polypiling
4.7 Cursed unicorn horns
5 History
6 Origin
7 Messages
7.1 Unicorns
7.2 Non-cursed unicorn horns
7.3 Cursed unicorn horns
8 Variants
8.1 SLASH'EM
8.2 UnNetHack
8.3 dNetHack
8.4 FIQHack
8.5 xNetHack
8.6 EvilHack
9 Encyclopedia entry
10 References
Generation
Unicorn horns are not randomly generated and can only be obtained from a unicorn, which leaves an uncursed +0 unicorn horn behind if killed in a way that leaves a corpse. Horns obtained from unicorns that were not revived via undead turning or polymorphed are considered magical items.[1] Revived or polymorphed unicorns only have a 50% chance of leaving one upon death; the rest of the time, its horn will crumble to dust.[2]
Healer player monsters have a 1⁄16 to be generated with a unicorn horn in place of their melee weapon.
Unicorn horn skill
Unicorn horn
Max
Role
Basic
Caveman
Skilled
Archeologist, Priest, Tourist
Expert
Healer
As a weapon, the unicorn horn has a dedicated weapon skill which only it uses. It is two-handed with +1 to-hit, and deals d12 damage to small and large monsters.
Description
As a tool, applying a noncursed unicorn horn can cure multiple negative status properties:
Blindness, except from cream pies and venom
Deafness
Confusion
Hallucination
Stunning
Sickness
Nausea (from eating tripe/eggs)
Lost attribute points
A unicorn horn cannot cure:
Stoning
Sliming
Lycanthropy
Wounded legs
Amnesia
Applying an uncursed unicorn horn will fix (d(2d2) - 1) ailments, whilst a blessed one can heal (d(2d4) - 1) ailments.[3] A cursed unicorn horn will instead cause one or more of the applicable ailments listed above.[4] If you are wearing a ring of sustain ability, a unicorn horn will not affect your attributes. When used by an intelligent monster with hands, noncursed unicorn horns are guaranteed to work on the first try; monsters will not use cursed unicorn horns.[5][6]
Dipping a noncursed unicorn horn into certain potions can "cure" them as well: dipping one into a potion of sickness changes it to a potion of fruit juice, and dipping one into a potion of blindness, confusion, or hallucination will turn it into a potion of water.
Unicorns can use their own horn to heal status effects, as can a player polymorphed into a unicorn via the #monster; these produce the same effect as applying an uncursed unicorn horn.
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.
Unicorn horns can no longer restore reduced attributes. Alternatives include potions of restore ability, the restore ability spell, prayer, or gain ability.
Cursed unicorn horns also no longer reduce attributes. Instead, they can induce nausea; currently, this gives no message.
Strategy
The unicorn horn is an important tool for almost any ascension kit - not only for its restorative abilities, but for its potential as a solid backup weapon and an aid in potion identification.
Obtaining and maintaining horns
Main article: Unicorn#Strategy
Unicorns that generate as hostile can be somewhat difficult foes to deal with early on, due to their movement patterns, speed and teleportation ability. Most such unicorns will be cross-aligned, although circumstances involving bones or polymorphing can result in a hostile co-aligned unicorn; in either case, a thrown gem (ideally ones you suspect to be worthless glass) can pacify them.
Decently strong pets can be used to run down a unicorn without incurring Luck penalties, though the pet will be in danger from counterattacks. Once a player has solid AC, they can approach hostiles unicorn in melee or make use of tools such as invisibility, displacement, traps, and even rebounds from spells and wands to dispatch them. As you kill more unicorns, it will be worth carrying a couple of backup horns with you, handing spare ones to humanoid pets, and stashing others in the event you need to retrieve a spare later
If you informally identify a noncursed unicorn horn, especially from a bones pile, be sure to formally identify its beatitude as soon as possible so you will know if it becomes cursed later on. It is also advised to bless your unicorn horn the first chance you get; in addition to reliability, blessing it will provide extra protection against becoming cursed by hostile spellcasters, as with most items. Some players may consider wielding it during prayer - your god may bless your wielded weapon as a successful prayer boon.
Monsters and pets
Intelligent monsters with hands can use unicorn horns, including pets 0 they will keep the first unicorn horn that they pick up in their inventory, and use them immediately when confused or stunned; hallucination that affects monsters is treated as confusion instead.[7] Monsters may optionally even wield the unicorn horn as a weapon, if it is their best available option and they are not wearing a shield.
Be sure to give applicable pets any spare unicorn horns you find - a black light sneaking up on you and confusing your pet is a potential worst-case scenario, leaving you immediately adjacent to danger with little warning unless they can use the horn to immediately cure themselves. Remember that tame monsters do not respect Elbereth, but can be scared by other means.
As a curative item
A unicorn horn is among one of the most valuable general assets in terms of healing status effects: though even a blessed one is not 100% guaranteed to cure at least one status affliction on use, it is the most reliable such item accessible to any character and role. As a reusable cure, the unicorn horn can also help preserve magic power, prayer, and other resources for later use. Most of what outmatches a blessed unicorn horn in reliability is dependent on the character in some manner, e.g., healing spells such as cure sickness cast at 0% failure rate are reliant on the caster - innate ability, wisdom/intelligence, skill level, armor selection, etc.
The approximate cumulative odds of curing a single ailment are listed below; each status property counts as one ailment, and each lowered attribute is counted as a separate ailment.[8]
Uncursed
Attempts
1
2
3
4
5
Cures
64.6%
87.5%
95.638%
98.43%
99.44%
Blessed
Attempts
1
2
3
4
5
Cures
77.4%
94.89%
98.85%
99.74%
99.94%
As a weapon
The unicorn horn is respectable as a weapon—it is a good lightweight, non-artifact option, especially for roles not restricted in the skill, and may occasionally even be a primary choice for certain characters such as Healers. Unenchanted unicorn horns are especially handy as a backup against monsters such as rust monsters or disenchanters that you do not want to risk your main weapon against.
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
Average damage
+0 unicorn horn
+7 unicorn horn
Potion identification
Once you possess a noncursed unicorn horn, you can use one to identify potions as described above; if you have enough spare horns, you can also use them to dip-test for other potions. The potion of polymorph in particular requires certain considerations: players without a spare horn will want to use junk items to dip-test first and identify it beforehand. Dipping ammunition such as darts and arrows this way has the added benefit of potentially identifying potions of sickness (which will poison the item).
Players with spare unicorn horns can freely use them to dip-test for polymorph unless they are adhering to polypileless conduct, and may receive another useful magical tool out of the deal.
Polypiling
Spare unicorn horns also make great fodder for polypiling, as long as they did not come from a revived or polymorphed unicorn. However, polypiling with many horns and other bone items in a single pile may generate a skeleton; this is best avoided by spreading them between the piles prior to polymorphing.
Cursed unicorn horns
A unicorn horn found in a bones pile is very likely to be cursed, and ideally should not be used until you can #dip it in holy water, find an altar or otherwise test its beatitude. With some luck, you may be able to liberate any spare ones the former character had from a container(s) within the pile; you can also use a noncursed scroll of remove curse or cast the spell in order to restore the horn. Otherwise, you can group it with the other bones items you wish to uncurse or blank and zap a wand of cancellation at the pile.
If your only unicorn horn is cursed and you lack a source of curse removal or spare horns, you can wield it and pray after it welds to your hands – having no free hands counts as a major trouble, and praying successfully will uncurse the horn. However, be absolutely sure that you are in good standing with your god beforehand!
Cursed unicorn horns may be useful as a source of status afflictions - negative effects from a cursed unicorn horn can be cured without too much trouble by a non-cursed one, and spare non-cursed unicorn horns are not hard to obtain once you and/or your pet are capable of reliably killing unicorns. In particular, cursed unicorn horns are a source of confusion that preserves the illiterate conduct for purposes such as throne farming - especially if you are playing a role with no starting spells.
In addition to the standard methods of cursing items, you can also curse a unicorn horn without breaking any conducts by dipping it in a fountain - this has a 1⁄30 chance of cursing the dipped item.
History
The unicorn horn is introduced in NetHack 3.0.6.
Origin
Wikipedia has an article about:
Unicorn
Wikipedia has an article about:
Unicorn horn
The unicorn's horn, also known as an "alicorn", is a legendary object in antiquity-era folktalkes - many healing powers and curative qualities were attributed to it that made it one of the most expensive and reputable remedies during Renaissance times, which is the primary reason that unicorns were such sought-after creatures. Belief in the power of the alicorn persisted until the 16th century, when it was discovered that in truth the horn was that of the narwhal, and was actually an extended tooth formed in the mouth of males and some females of the species.
Purported unicorn horns were given as diplomatic gifts, and horn chips and dust could be purchased at apothecaries as universal antidotes until the 18th century. Sections of horns were displayed in cabinets of curiosities, and they were used to create sceptres and other royal objects across European history. The unicorn horn has since been mentioned in various fantasy works, role-playing games, and video games, which make use of its legendary symbolism.
Messages
Unicorns
The tip of the
<color> unicorn's horn glows!
A unicorn cured a status problem using its horn.
The <color> unicorn's recently regrown horn crumbles to dust.
A revived unicorn died, but did not drop a unicorn horn.
Non-cursed unicorn horns
Nothing happens.
You have no conditions that the unicorn horn can fix.
Nothing seems to happen.
You have a condition that could be fixed by the horn, but it was not cured.
This makes you feel great!
You had attribute points restored, and you have no other conditions.
This makes you feel better!
You had attribute points restored, but you still have other conditions (not necessarily ones that the horn can cure).
What a relief!
The unicorn horn cured you of sickness.
Cursed unicorn horns
You feel deathly sick.
You became ill; you have between 20 and (19+Con) turns left to live.
You feel <much even=""> worse.
You were already ill; your turns to live have been reduced to 1/3 of their value.
A cloud of darkness falls upon you.
You were blinded.
You suddenly feel confused.
You became confused.
You stagger...
You became stunned.
Oh wow! Everything looks so cosmic!
You started hallucinating.
You are unable to hear anything.
You became deaf. This outcome is half as likely as the others.
Variants
Many variants remove or weaken the unicorn horn's ability to restore attributes in order to lower reliance on the item and make other options for restoring stats more viable.
In the Advent calendar patch and variants that incorporate it, a unicorn horn is one of the possible Christmas presents that may be found in room 24, and may appear very rarely in any of the other rooms.
SLASH'EM
In SLASH'EM, the probability of a unicorn horn curing ailments is changed. Blessed horns try to fix all problems, each with the given probability, and uncursed horns try to fix a single problem, with the same probability.[9]
Enchantment
Chance
0 or less
30%
1
40%
2
50%
3
60%
4
70%
5
80%
6 or more
90%
SLASH'EM also adds an artifact unicorn horn, Nighthorn. It is lawful and confers reflection when wielded, and is obtained by killing Nightmare at the end of the Lawful Quest.
UnNetHack
In UnNetHack, a unicorn horn does not restore lost attribute points.[10] As a result, the potion of restore ability and spellbook of restore ability are much more useful.
dNetHack
In dNetHack, unicorn horns are one-handed weapons and do not restore lost attribute points. The ancient of corruption has a headbutt attack that can inflict various status conditions by replicating the effects of applying a cursed horn.
A blessed tin of jubjub bird meat is an item gives 600 nutrition and acts as a single-use unicorn horn.
Binders that contact and bind the spirit of Echidna are granted the unicorn horn skill.
FIQHack
In FIQHack, unicorn horns do not affect attributes in any way. In addition, uncursed unicorn horns are far less reliable, only having a 20% of curing an ailment per use; blessed unicorns horns will always cure all applicable ailments, but have a 10% chance of becoming uncursed afterward.
xNetHack
In xNetHack, unicorn horns do not restore lost attribute points; they also deal less damage when used as weapons (1d8/1d10), but are now one-handed as in dNetHack. A unicorn horn wielded in your main hand is passively auto-applied every turn if you are not wearing gloves, curing status problems without using an action.
EvilHack
In EvilHack, unicorn horns function as they do in xNetHack, minus the passive auto-application.
Encyclopedia entry
See the encyclopedia entry for unicorn.
References
↑ src/zap.c in NetHack 3.6.1, line 1405
↑ mon.c in NetHack 3.6.1, line 322
↑ src/apply.c in NetHack 3.6.1, line 1997
↑ src/apply.c in NetHack 3.6.1, line 1885
↑ src/muse.c in NetHack 3.6.1, line 322
↑ src/muse.c in NetHack 3.6.1, line 623
↑ src/mhitm.c in NetHack 3.6.1, line 1167: Black lights are the only source of hallucination that can affect monsters.
↑ http://www.steelypips.org/nethack/343/tool-343.html#unicorn_horn
↑ http://www.statslab.cam.ac.uk/~eva/slashem/tools.html
↑ http://sourceforge.net/apps/trac/unnethack/wiki/Items
</much></color></color> |
# Resistance/ko
저항은 당신이 던전에서 마주칠 수 있는 여러 해로운 효과들로부터 보호해줍니다. 저항은 자연적 저항을 의미하는 본질적 저항과, 특정 아이템을 착용하거나 휘두름으로써 얻을 수 있는 비본질적 저항이 있습니다. 많은 본질적 저항은 오직 특정 생명체로 폴리모프하는 것으로만 얻을 수 있으며, 이는 그닥 편하지는 않습니다.
Contents
1 본질적 저항
2 비본질적 저항
3 요약
4 더 보기
본질적 저항
본질적 저항을 얻는 가장 일반적인 방법 중 하나는 시체를 먹는 것입니다. 특히 용 시체는 황색, 회색, 은색을 제외하고 아래에 명시된 색에 따라 저항을 부여할 수 있는 것이 보장되어 있습니다. 다른 몬스터들도 그들의 시체를 먹는다면 본질적 저항을 제공하는데, 그 자세한 내용은 개별 몬스터 설명에서 찾을 수 있습니다.
비본질적 저항
비본질적 저항은 아이템을 통해 획득이 가능합니다. 용비늘 갑옷과 저급 용비늘은 많은 저항에 대한 확실한 방법을 제공합니다. 유물들 또한 종종 저항을 제공하며, 이들이 제공하는 것들 중 일부는 다른 방법으로는 얻기 힘든 것들도 있습니다.
요약
저항과 이를 얻기 위한 방법에 대한 표는 다음과 같습니다(아직 불완전합니다):
저항
용 시체
용 비늘
아이템
폴리모프 형태 (몬스터 저항 참조)
산성 저항
없음
노랑
연금술 작업복
아무 산성 시체 몬스터 (e.g. 산성 방울)
냉기 저항
하양
하양
많음
많은 "냉기" 몬스터
붕괴 저항
검정
검정
없음
(아기) 검정 용
화염 저항
빨강
빨강
많음
많은 "화염" 몬스터
마법 저항
없음
회색
마법 저항의 망토많은 퀘스트 유물
(아기) 회색 용
독 저항
초록
초록
독 저항의 반지, 독 저항의 부적, 연금술 작업복
언데드, 악마, 많은 "독" 몬스터
전격 저항
파랑
파랑
전격 저항의 반지
수면 저항
주황
주황
언데드, 엘프
환각 저항
없음
없음
그레이스완디르
드레인 저항
없음
없음
엑스칼리버아스클레피오스의 지팡이스톰브링어
아무 언데드나 악마
석화 저항
없음
없음
산성 또는 석재 생명체들 (예: 가고일, 돌 골렘)
슬라임화 저항
없음
없음
초록 슬라임, 불같은(단순히 "뜨거운" 게 아님) 생명체들
질병 저항
없음
없음
구울, 곰팡이
더 보기
몬스터 저항
몬스터 저항 (언넷핵)
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. |
# Related changes
Enter a page name to see changes on pages linked to or from that page. (To see members of a category, enter Category:Name of category). Changes to pages on your Watchlist are in bold.
Recent changes options
Show last 50 | 100 | 250 | 500 changes in last 1 | 3 | 7 | 14 | 30 daysHide registered users | Hide anonymous users | Hide my edits | Show bots | Hide minor editsShow new changes starting from 17:32, 24 July 2023
Namespace:
all
(Main)
Talk
User
User talk
NetHackWiki
NetHackWiki talk
File
File talk
MediaWiki
MediaWiki talk
Template
Template talk
Help
Help talk
Category
Category talk
Source
Source talk
Forum
Forum talk
Video
Video talk
User blog
User blog talk
Blog
Blog talk
Module
Module talk
Invert selection Associated namespaceTag filter:Page name: Show changes to pages linked to the given page instead
List of abbreviations:
N
This edit created a new page (also see list of new pages)
m
This is a minor edit
b
This edit was performed by a bot
(±123)
The page size changed by this number of bytes
18 July 2023
10:57 Manes (diff | hist) . . (+54) . . Tomsod (talk | contribs) (mention nonliving) |
# Nymph
nnn nymph
Difficulty
5
Attacks
Claw steal item, Claw seduce
nnn nymph
Difficulty
5
Attacks
Claw steal item, Claw seduce
Base level
3
Base experience
28
Speed
12
Base AC
9
Base MR
20
Alignment
0 (neutral)
Frequency (by normal means)
2 (Quite rare)
Genocidable
Yes
Weight
600
Nutritional value
300
Size
Medium
Resistances
None
Resistances conveyed
Causes teleportitis (30%)
A nymph:
has a head, a couple of arms, and a torso.
can teleport.
does not eat. (*)
is female.
is normally generated hostile.
can pick up weapons and food.
can be seen through infravision.
A water nymph also:
can swim.
Reference
monst.c#line590
Nymphs are monsters that appear in NetHack. There are three distinct types - the water nymph, wood nymph and mountain nymph. All three types of nymph compose the nymph monster class, and they are almost entirely identical.
Contents
1 Characteristics
1.1 Generation
2 Strategy
2.1 Removing unwanted items
2.2 As a polyform
2.3 As pets
3 History
4 Origin
5 Messages
5.1 Nymph polyself
6 Variants
6.1 SpliceHack
6.2 xNetHack
6.3 SlashTHEM
7 Encyclopedia entry
8 References
Characteristics
Nymphs all share the same base attributes. They have a high AC of 9 and mve at the same base speed as an unburdened and unhasted player character, but will teleport randomly while moving. Nymphs have no damaging attacks and will instead try to charm you into removing your armor, followed by an attempt to steal items before trying to teleport away. They are capable of using items they pick up or steal - putting on armor and amulets, zapping wands and quaffing potions. Eating a nymph's corpse has a chance of giving you teleportitis.
The water nymph shares the same qualities and attributes as her other counterparts, but can also swim and freely cross water.
Generation
In addition to random generation, nymphs are the first quest enemy class for Rogues, with a 14% chance of being generated in the quest branch. The Rogue quest home level also has nine guaranteed water nymphs, and each of the filler levels has two water nymphs.
Nymphs are generated asleep 80% of the time; however, if you have the Amulet of Yendor or summon one via a fountain, they are guaranteed to be awake.[1] Nymphs have a 50% chance of being generated with a mirror, and an independent 50% chance of carrying a potion of object detection.[2]
Ringing a cursed bell (including a cursed uncharged Bell of Opening) has a 1⁄4 chance of summoning a random type of nymph, unless any type of nymph is genocided or extinct; the summoned nymph will not have an inventory.[3] When dipping an item into a fountain or quaffing from one, there is a 1⁄30 chance of summoning a water nymph.
Strategy
Despite lacking damage-dealing attacks and having poor AC, nymphs are nevertheless very dangerous monsters - they should not be approached unless you can dispatch them before they close in and steal any items. It may be advisable to leave the items you least want stolen in a chest or other container elsewhere before nearing or pursuing a nymph; in most cases, it is preferable to leave them asleep if possible.
Elbereth can ward off awakened nymphs and give you some valuable space, while applying a mirror at a nymph will cause her to steal the mirror and teleport away, leaving your other items alone. It is also ideal to keep your pet nearby, especially if you are an early-game Wizard - a pet can hold the nymph at bay and hopefully kill her for you, but the nymph can still steal any items they are carrying, including saddles. Nymphs can be tamed using a wooden harp, but in practice this requires an impractically high dexterity and/or experience level.
Ranged attacks and spells are the most ideal for killing nymphs before they can close in on you - the exception to this is the force bolt spell or wand of striking, which can easily kill the nymph but will also break any fragile items she was carrying, including potions and mirrors. Breaking mirrors results in a −2 Luck penalty, which reduces your to-hit and prevents successful prayer if your total Luck is negative.
Wands are also useful against nymphs, but can be stolen and potentially used against you - a wand of teleportation or digging all but ensures that she will escape you several times before you can retrieve it or any other stolen goods. The wand of sleep can stop a nymph long enough for you to kill her before she reawakens, while a wand of slow monster can give you additional turns to deal damage; a wand of cancellation will make the nymph "plain", which renders her harmless, but she will still teleport away after unsuccessfully attempting to steal from you. Polearms or lances can also be effective for mounted players, who will ideally have a decently fast steed to maintain their one-square pounding distance.
Removing unwanted items
Nymphs and their theft attacks can be used to get rid of cursed items, usually by stashing or dropping every other item besides the offending objects; you can optionally retrieve the items if you want to uncurse them later. Punished players can use this to untether themselves from their heavy iron ball.
As a polyform
Nymphs can wear all armor, and water nymphs can additionally cross water; polyself into a nymph grants you these traits along with two unique abilities:
You can remove an iron chain with the #monster extended command.
You can steal gear from monsters without killing them.
Making a bare-handed attack will initiate the theft; if you are wielding a weapon, you will attack with that weapon and also make a theft attempt. If the theft attack hits a monster, you will steal an item from them—this does not anger peaceful monsters. If the attack misses, the monster will treat it like any other missed attack, and peaceful monsters will become angry. If you are invisible and the monster cannot see invisible, the seduction attack will not trigger after the theft, and you will perform a regular attack instead, which can also anger monsters.[4] Be sure to check the AC of pets or peaceful monsters before stealing from them.
As pets
Tame nymphs are not particularly worthwhile due to their weak attributes, especially on a no-teleport level - there are very occasional situations where one can be used to steal items from other monsters, though this can often fail and the monster will retaliate. After successfully stealing an item, the nymph will teleport away as normal, and due to being tame will soon drop whatever she stole; this often requires you to find her and retrieve those items unless you have a magic whistle. In a scenario where you are trying to avoid and rob a hostile monster this way, you may end up having to fight them while locating the nymph pet.
History
Nymphs are first introduced in Hack for PDP-11, a variant of Jay Fenlason's Hack.
From Hack 1.0 to NetHack 2.3e, nymphs used the N glyph. The three distinct subtypes of nymph are introduced in NetHack 3.0.0, and all three were moved to the n glyph.
Origin
Wikipedia has an article about:
Nymph
A nymph is a minor female nature deity in ancient Greek folklore, and belief in nymphs survived in many parts of Greece up to as recently as the early 20th century. Usually depicted as beautiful maidens, they were not necessarily immortal, but lived much longer than humans. Nymphs are generally regarded as personifications of nature and typically tied to a specific place or landform.
They are often divided into various broad subgroups, such as the Meliae (ash tree nymphs), the Naiads (freshwater nymphs), the Nereids (sea nymphs), and the Oreads (mountain nymphs) - the three types of nymph in NetHack (wood, water and mountain) may be a rough analogue to this. Nymphs generating asleep may also be based on the common motif of a sleeping nymph in a grotto or spring, which became prominent in European sculpture during the Renaissance; these sculptures were based off a report in the 15th century of a similar Roman statue at a fountain near the Danube, which is now widely considered forged.
In Advanced Dungeons & Dragons, nymphs had no offensive capabilities of their own, but displayed the ability to charm and immobilize onlookers to much more severe degrees than displayed in NetHack - looking at one could cause permanent blindness, and the sight of a disrobing nymph could kill an onlooker outright. Nymphs were able to teleport short distances via a dimension door spell, hence their teleporting abilities in NetHack.
Messages
Nymph polyself
You smile at
<monster> seductively.
You attacked a monster that can see you, and it is of the opposite gender.
You talk to <monster> seductively.
As above, but the monster cannot see you.
You smile at <monster> engagingly.
You attacked a monster that can see you, and is not of the opposite gender.
You talk to <monster> engagingly.
As above, but the monster cannot see you.
You pretend to be friendly to <monster>.
You missed on your stealing attack.
Variants
SpliceHack
In SpliceHack, nymphs hate iron and take bonus damage from iron weapons, and they introduce themselves with classical Greek-style names while charming you.
xNetHack
In xNetHack, nymphs also hate the touch of iron and take an additional d6 damage when struck with an iron item - players polymorphed into nymphs take d3 damage when handling iron items. xNetHack nymphs also introduce themselves with classical Greek-style names before charming you.
SlashTHEM
In SlashTHEM, polymorphing into a mountain, water or wood nymph sets your carrying capacity at 4000 and sets your charisma to 18. Nymphs are also made into a playable race as well, with a corresponding "plain" nymph used for their corpses.
Encyclopedia entry
A female creature from Roman and Greek mythology, the nymph occupied rivers, forests, ponds, etc. A nymph's beauty is beyond words: an ever-young woman with sleek figure and long, thick hair, radiant skin and perfect teeth, full lipsand gentle eyes. A nymph's scent is delightful, and her long robe glows, hemmed with golden threads and embroidered with rainbow hues of unearthly magnificence. A nymph's demeanour is graceful and charming, her mind quick and witty.
"Theseus felt her voice pulling him down into fathoms of sleep. The song was the skeleton of his dream, and the dream was full of terror. Demon girls were after him, and a bull-man was goring him. Everywhere there was blood. There was pain. There was fear. But his head was in the nymph's lap and her musk was about him, her voice weaving the dream. He knew then that she had been sent to tell him of something dreadful that was to happen to him later. Her song was a warning. But she had brought him a new kind of joy, one that made him see everything differently. The boy, who was to become a hero, suddenly knew then what most heroes learn later -- and some too late -- that joy blots suffering and that the road to nymphs is beset by monsters."
[ The Minotaur by Bernard Evslin ]
References
↑ src/makemon.c in NetHack 3.6.7, line 1263: chance of nymphs being generated asleep
↑ src/makemon.c in NetHack 3.6.7, line 700
↑ src/apply.c in NetHack 3.6.7, line 1037
↑ src/mhitu.c in NetHack 3.6.7, line 2415
</monster></monster></monster></monster></monster> |
# File:Larva.png
File
File history
File usageNo higher resolution available.
Larva.png (16 × 16 pixels, file size: 283 bytes, MIME type: image/png)
Summary
Taken straight out of the SLASM'EM gltile16.png file using GIMP.
Licensing
The NetHack General Public License applies to screenshots, source code and other content from NetHack.
This content was modified from the original NetHack source code distribution (by splitting up NetHack content between wiki pages, and possibly further editing). See the page history for a list of who changed it, and on what dates.
File history
Click on a date/time to view the file as it appeared at that time.
Date/TimeThumbnailDimensionsUserComment
current02:09, 27 June 201016 × 16 (283 bytes)AlphaPikachu578 (talk | contribs)Taken straight out of the SLASM'EM gltile16.png file using GIMP.
You cannot overwrite this file.
File usage
The following page uses this file:
Larva |
# Fiddlehack
A nethack variant based on FIQhack. Some commits come from Fourk and Dynahack.
No online server yet! Source code
Lineage: NetHack_3.4.3 -> NetHack_4 -> FIQhack -> FiddleHack!
Chronological Changelog
The most recent changes are at the bottom of the page.
November 2017
Quaffing blessed enlightenment increases Charisma in addition to Int/Wis.
Racial stats rejiggered. Each race can reach 20 (or 18/**) in at least one stat, and each race except for Human has at least one stat that is capped at 16.
Race
Str
Dex
Con
Int
Wis
Cha
Human
18
18
18
18
18
20
Elf
18
20
16
18
20
18
Dwarf
18/**
16
20
16
16
18
Gnome
16
18
18
20
18
18
Orc
18/**
18
18
16
16
16
A wizard wearing a cornuthaum gets +1 int and +1 wis in addition to the existing +1 cha. git
Wooden fiddles added. Patches or ideas for magic fiddles welcome! git
Maximum carry cap removed. With sufficient str and con a player may be able to carry as much as 1260 weight. git
(from dynahack) The Heart of Ahriman grants displacement as well as 1 power regen per turn. When thrown/fired as a projectile, it deals an additional 1d20 damage. git
Chaotic Wish Improvements: heart of ahriman, and the Tsurugi count as chaotic for the purposes of wishing. Also, Diana counts as an elven bow to make it more appealing to elves. (b411b2a..55156f0)
(inspired by Fourk) archons and floating eyes glow. floating lights glow a lot. git
"Racialize" starting inventory. This means each race starts with more stuff, so that from turn 1 each role/race combo hopefully feels a little more different. For instance: dwarves start with booze, gnomes get oil and grease and an aklys, orcs get meat and poison, humans start with a "canteen" of alignment-based water, and elves always get an instrument.
This has been rejiggered a few times, so check u_init.c if you want to see the latest stuff each race gets.
Compared to FIQhack, wizard energy-regen and healer regen have been reduced below XL 11 and increased above XL 11. git
Role HP cutoff rejiggered. The cutoff is now at level 12 for all roles. To compensate healers, they get 3 hp per level after the cutoff. git
Racial HP rejiggered. Humans scale past level 11 better than other races do, and Dwarves get a lot more hit points from 1 to 11. git
Race[1]
pre-cutoff
post-cutoff
starting
Human
d1
2
2
Elf
d1
1
1
Dwarf
d5
0
4
Gnome
d1
0
1
Orc
d1
0
2
(from Fourk) Racial skill boosts. I increased the skill caps for elves in bow, dwarves in pick-axe, gnomes in crossbow and club, and orcs in scimitar. More detail in the commit! git
Fire brand is a scimitar, frost brand is a short sword. Goes well with orcs' racial scimitar skill boost! git
Rogues can reach Expert wand skill, priests and monks can only reach Skilled, Knights and Samurai can only reach Basic. git
(from Fourk) Magic_chests! Currently magic chests only exist in Castle, VotD, Ludios, Minetown, Sokoban, and the Wizard's Tower. git
(from ) [ git]
↑ role.c in NetHack 3.4.3, line 406 |
# Category:Pages to be merged
Sometimes, we have (by accident or whatever) two or more wiki pages that serve the same purpose. Then it is best to "merge" them into one page. This category shows all pages marked with Template:Merge, for example {{merge|The content from [[Link]] should be merged into this article.}}.
NetHackWiki:Templates does not need to be merged, it just shows the {{merge}} template.
Pages in category "Pages to be merged"
The following 11 pages are in this category, out of 11 total.
D
Damage
Double damageL
Forum:Lesson Learned...The Hard Way. Post 'Em Here.M
Magic portalP
Portal detection methodsQ
Quest portalR
Rumor messagesS
Talk:SilverT
NetHackWiki:Templates
Trap
Source:True rumors |
# File:Arrow trap.png
File
File history
File usageNo higher resolution available.
Arrow_trap.png (16 × 16 pixels, file size: 229 bytes, MIME type: image/png)
A 16x16 vanilla NetHack tile of the item 'arrow trap'.
File history
Click on a date/time to view the file as it appeared at that time.
Date/TimeThumbnailDimensionsUserComment
current12:34, 1 August 200616 × 16 (229 bytes)BotFenix (talk | contribs)A 16x16 vanilla NetHack tile of the item 'arrow trap'. Category:16x16 tiles
You cannot overwrite this file.
File usage
The following 2 pages uses this file:
Arrow and dart trap
List of vanilla NetHack tiles |
# User:Gmanyo
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 |
# Maud
Wikipedia has an article about:
Maud and other poems
Maud is the object of affection in a poem of the same name by Alfred Lord Tennyson. The poem describes the narrator's descent into fractured consciousness at the thought of his beloved. In NetHack, Maud's name occurs in various aspects of the game, most often as possible names for ghosts appearing on special levels and in haunted temples, as well as some of the player monsters on the Astral Plane.
One of the unidentified scroll labels is DUAM XNAHT, or "THANX MAUD" written backwards, and is associated to the scroll of amnesia in the source code (although this has no effect on the chances of such a scroll having that label). Reading the scroll of amnesia itself causes you to forget several things and produces a message referencing the poem (either "Who was that Maud person anyway?" or "Thinking of Maud you forget everything else"). Naming yourself Maud produces the same effect, but with a different message about your mind turning inward on itself.
Encyclopedia entry
Get thee hence, nor come again,
Mix not memory with doubt,
Pass, thou deathlike type of pain,
Pass and cease to move about!
'Tis the blot upon the brain
That will show itself without.
...
For, Maud, so tender and true,
As long as my life endures
I feel I shall owe you a debt,
That I never can hope to pay;
And if ever I should forget
That I owe this debt to you
And for your sweet sake to yours;
O then, what then shall I say? -
If ever I should forget,
May God make me more wretched
Than ever I have been yet!
[ Maud, And Other Poems by Alfred, Lord Tennyson ]
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. |
# Talk:Ice
Melting ice
The way the timeout is determined is kinda odd, so I don't know what the actual probabilities are. If I'm not misreading the source:
Timer is initialized to 50 (MIN_ICE_TIME) if not already set. It's already set if this is an ice bolt travelling over existing (thawing) ice rather than plain water.
There is a 1 in 2000 (MAX_ICE_TIME) chance that the current duration of 50 will be used as the duration.
If this is not the case, increment the duration. There is a 1 in 1999 chance that the current duration (51) will be used.
And so on; up to 1950 trials of "1 in (2000 - duration + 50)", with the final one being "1 in 50"
If none of these trials pass, the ice is made permanent.
-- Qazmlpok (talk) 19:07, 3 January 2016 (UTC)
If that is correct, the chance of permanent ice forming after one zap is 1999/2000 * 1998/1999 * 1997/1998 * ... * 50/51 * 49/50 = 49/2000 (about 2.5% chance), and the chance of duration being N is 1999/2000 * 1998/1999 * ... * (2050-N)/(2051-N) * 1/(2050-N) = 1/2000, exactly the same for each N. However, each subsequent zap will start with higher duration, so the chances of permanent ice should improve quickly with several zaps. After two zaps, the chance is already 49/2000 * (H(2000) - H(49) + 1) [H(n) being harmonic numbers], which is about 11.5%. For three zaps the calculation becomes slightly complicated, but Wolfram|Alpha gives about 28.3% chance for permanent ice. I'm too lazy to calculate further, but you get the idea. Tomsod (talk) 14:50, 11 July 2018 (UTC)
Returning to this, I just recalculated the chances of permanent ice (I gave slightly wrong figures before). For one zap it's 2.45%, for two, 11.56%, for three, 28.48%, and for four I just calculated a 49.61% chance, although it's approximate and I'm not sure all four digits are significant. Perhaps I should add it to the article. Tomsod (talk) 19:58, 8 January 2020 (UTC) |
# Start scumming
Start scumming (or startscumming) is the act of immediately quitting characters that do not meet some arbitrary criteria. Wizards are most often the victim of this scumming behavior, due to their useful starting magical equipment. For example, a player may startscum Wizards looking for a very good starting spell (such as identify or magic missile). Every role is startscummed to some extent, even those who receive no random equipment, because sometimes players demand unusually high starting stats.
Many experienced players consider startscumming to be degenerate behavior and recommend that new players not do it, saying it will not help them learn how to play the game with weaker characters.
Startscumming for specific items is sometimes a necessary or very important part of conducts: for instance, a SLASH'EM Zen player needs to start with a blindfold to be able to attempt the conduct, and a gametime speedrun will be extremely difficult without a tonal instrument. Most players do not consider this kind of startscumming to be abusive.
On nethack.alt.org, startscumming has been defined as a quit or escape with less than a thousand points. This is by no means a perfect definition, as players sometimes commit suicide instead of quitting, and sometimes players quit or escape with no intention of scumming (such as when they accidentally choose the wrong role).
Many NAO scripts that generate stats based on the logfile (including Rodney's death announcements) ignore startscums as they have defined them. This is partly because about 34% of games on nethack.alt.org fall under their definition of startscumming; more than half of those scums are Wizards.
This page is a stub. Should you wish to do so, you can contribute by expanding this page. |
# File:Sprow.png
File
File history
File usageNo higher resolution available.
Sprow.png (16 × 16 pixels, file size: 293 bytes, MIME type: image/png)
Summary
Enemy tile from dnethack
Licensing
Template:Unknown
File history
Click on a date/time to view the file as it appeared at that time.
Date/TimeThumbnailDimensionsUserComment
current14:43, 1 September 202216 × 16 (293 bytes)Gabriel cmf (talk | contribs)Enemy tile from dnethack
You cannot overwrite this file.
File usage
The following 2 pages uses this file:
Sprow
User:EasterlyIrk/Scratchpad |
# Related changes
Enter a page name to see changes on pages linked to or from that page. (To see members of a category, enter Category:Name of category). Changes to pages on your Watchlist are in bold.
Recent changes options
Show last 50 | 100 | 250 | 500 changes in last 1 | 3 | 7 | 14 | 30 daysHide registered users | Hide anonymous users | Hide my edits | Show bots | Hide minor editsShow new changes starting from 17:54, 24 July 2023
Namespace:
all
(Main)
Talk
User
User talk
NetHackWiki
NetHackWiki talk
File
File talk
MediaWiki
MediaWiki talk
Template
Template talk
Help
Help talk
Category
Category talk
Source
Source talk
Forum
Forum talk
Video
Video talk
User blog
User blog talk
Blog
Blog talk
Module
Module talk
Invert selection Associated namespaceTag filter:Page name: Show changes to pages linked to the given page instead
List of abbreviations:
N
This edit created a new page (also see list of new pages)
m
This is a minor edit
b
This edit was performed by a bot
(±123)
The page size changed by this number of bytes
24 July 2023
m 16:09
EvilHack (3 changes | history)
. .
(+1,958) . .
[K2 (3×)]
m
16:09
(cur | prev) . . (+1,831) . . K2 (talk | contribs) (→Shields: details)
m
15:42
(cur | prev) . . (+113) . . K2 (talk | contribs) (→Game mechanics: placeholder for new skills)
m
15:15
(cur | prev) . . (+14) . . K2 (talk | contribs) (→Air: more wording)
23 July 2023
08:36 EvilHack (diff | hist) . . (-82) . . Umbire the Phantom (talk | contribs) (pass for word choice and rephrasing)
21 July 2023
14:30
EvilHack (3 changes | history)
. .
(+1,487) . .
[K2 (3×)]
m
14:30
(cur | prev) . . (+17) . . K2 (talk | contribs) (→Major changes: convicts and thievery)
14:17
(cur | prev) . . (+1,444) . . K2 (talk | contribs) (→Game mechanics: open air)
m
13:42
(cur | prev) . . (+26) . . K2 (talk | contribs) (→Game mechanics: move artifact twoweaponing behavior under 'twoweaponing' section)
20 July 2023
13:29 Inediate (diff | hist) . . (-41) . . Darth l33t (talk | contribs) (Undo revision 152507 by Coz (talk) those are "g" and already covered) (Tag: Undo)
19 July 2023
16:47 Inediate (diff | hist) . . (+41) . . Coz (talk | contribs) (Added gargoyles and wingeds as inediate)
18 July 2023
m 04:53 EvilHack (diff | hist) . . (0) . . K2 (talk | contribs) (build date) |
# Related changes
Enter a page name to see changes on pages linked to or from that page. (To see members of a category, enter Category:Name of category). Changes to pages on your Watchlist are in bold.
Recent changes options
Show last 50 | 100 | 250 | 500 changes in last 1 | 3 | 7 | 14 | 30 daysHide registered users | Hide anonymous users | Hide my edits | Show bots | Hide minor editsShow new changes starting from 18:04, 24 July 2023
Namespace:
all
(Main)
Talk
User
User talk
NetHackWiki
NetHackWiki talk
File
File talk
MediaWiki
MediaWiki talk
Template
Template talk
Help
Help talk
Category
Category talk
Source
Source talk
Forum
Forum talk
Video
Video talk
User blog
User blog talk
Blog
Blog talk
Module
Module talk
Invert selection Associated namespaceTag filter:Page name: Show changes to pages linked to the given page instead
List of abbreviations:
N
This edit created a new page (also see list of new pages)
m
This is a minor edit
b
This edit was performed by a bot
(±123)
The page size changed by this number of bytes
24 July 2023
00:43 Electric eel (diff | hist) . . (+193) . . Umbire the Phantom (talk | contribs) (formatting, make strategy more sensible)
23 July 2023
12:29
Couatl (2 changes | history)
. .
(+48) . .
[Umbire the Phantom; Noisytoot]
m
12:29
(cur | prev) . . (-51) . . Umbire the Phantom (talk | contribs) (→Strategy: word choice)
12:23
(cur | prev) . . (+99) . . Noisytoot (talk | contribs) (dNetHack couatls have random spellcasting)
09:37 Croesus (diff | hist) . . (+19) . . Umbire the Phantom (talk | contribs) (lede, refsrc, ver, reorder and re-prio strategy)
22 July 2023
06:37 Black light (diff | hist) . . (+181) . . Umbire the Phantom (talk | contribs) (→Variants: Grunt)
18 July 2023
10:57 Manes (diff | hist) . . (+54) . . Tomsod (talk | contribs) (mention nonliving) |
# DevTeam
A user has suggested improving this page or section as follows:
"Some devs "sign" their code comments with various shorthands. Maybe we could find and set these in connection with the corresponding developers?"
The DevTeam is the group of people who develop vanilla NetHack. They have their own mailing lists, and you can reach them by emailing [email protected]. The core devteam is responsible for NetHack proper, and there are several other people maintaining the different window ports.
Members
Core devteam
Michael Allison
Ken Arromdee (1988-1994, 1995-2000)
David Cohrs
Jessie Collet
Kevin Hugo
Ken Lorber
Dean Luick
Pat Rankin
Mike Stephenson
Janet Walz
Paul Winner
Warwick Allison
Sean Hunt
Derek S. Ray
Pasi Kallinen
Alex Smith
Patric Mueller
Window Port Maintainers
Pat Rankin (VMS)
Michael Allison (MS-DOS, Windows)
Dean Luick (Mac)
Mark Modrall (Mac)
Kevin Hugo (Mac)
David Cohrs (Windows)
Alex Kompel (Windows)
Dion Nicolaas (Windows)
Yitzhak Sapir (Windows)
Ron Van Iwaarden (OS/2)
Janne Salmijärvi (Amiga)
Teemu Suikki (Amiga)
Christian "Marvin" Bressler (Atari) |
# 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
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. |
# Vorpal jabberwock
The vorpal jabberwock is an unused monster in vanilla NetHack which has been implemented in SLASH'EM, GruntHack, UnNetHack, SpliceHack, and EvilHack.
In every incarnation, the vorpal jabberwock is a more powerful version of the regular jabberwock, appearing as J. Like the regular jabberwock, it is especially vulnerable to being beheaded by Vorpal Blade (and other methods of decapitation, depending on the variant).
Contents
1 GruntHack
2 UnNetHack
3 EvilHack
4 SLASH'EM
5 SpliceHack
6 Encyclopedia entry
GruntHack
J vorpal jabberwock
Difficulty
27
Attacks
Bite 3d10, Bite 3d10, Claw beheading 3d10, Claw beheading 3d10
J vorpal jabberwock
Difficulty
27
Attacks
Bite 3d10, Bite 3d10, Claw beheading 3d10, Claw beheading 3d10
Base level
20
Base experience
809
Speed
12
Base AC
-2
Base MR
50
Alignment
0 (neutral)
Frequency (by normal means)
1 (Very rare)
Genocidable
Yes
Weight
1300
Nutritional value
600
Size
Large
Resistances
None
Resistances conveyed
None
A vorpal jabberwock:
can fly.
is an animal.
is carnivorous.
is normally generated hostile.
is nasty.
is strong.
can pick up weapons and food.
can be seen through infravision.
The vorpal jabberwock possesses multiple beheading attacks, each with a 5% chance of instantly beheading you on every successful hit (100% chance if you are polymorphed into a jabberwock or vorpal jabberwock yourself; 0% if you are currently headless or amorphous). Additionally, jabberwocks can grow up into vorpal jabberwocks.
UnNetHack
In UnNetHack, the vorpal jabberwock behaves very similarly to GruntHack's version, except that the chance of beheading is only 2.5% per hit, and canceling the vorpal jabberwock prevents it from beheading anything.
This page is a stub. Should you wish to do so, you can contribute by expanding this page.
A user has suggested improving this page or section as follows:
"Please verify: beheading chance seems more like 20% and cancelling seems to not be possible"
EvilHack
In EvilHack, the vorpal jabberwock behaves very similarly to GruntHack's version. Additionally, it is one of the alternate forms the Wizard of Yendor may take on, monsters may use a wish for a figurine of a vorpal jabberwock, and they cannot be genocided.
SLASH'EM
J vorpal jabberwock
Difficulty
27
Attacks
Bite 3d10, Bite 3d10, Claw 3d10, Claw 3d10
J vorpal jabberwock
Difficulty
27
Attacks
Bite 3d10, Bite 3d10, Claw 3d10, Claw 3d10
Base level
20
Base experience
809
Speed
12
Base AC
-2
Base MR
50
Alignment
0 (neutral)
Frequency (by normal means)
1 (Very rare)
Genocidable
Yes
Weight
1300
Nutritional value
600
Size
Large
Resistances
None
Resistances conveyed
None
A vorpal jabberwock:
can fly.
is an animal.
is carnivorous.
is normally generated hostile.
is nasty.
is strong.
can pick up weapons and food.
can be seen through infravision.
does not appear in Gehennom.
hits creatures as a +3 weapon.
Reference
SLASH'EM_0.0.7E7F2/monst.c#line2683
The SLASH'EM version of the vorpal jabberwock possesses no beheading attack, will not grow up from a regular jabberwock, does not generate in Gehennom, and is not especially vulnerable to being decapitated by Vorpal Blade.
SpliceHack
SpliceHack's vorpal jabberwock acts mostly like SLASH'EM's version, except that Vorpal Blade will still always decapitate it.
Encyclopedia entry
"Beware the Jabberwock, my son!
The jaws that bite, the claws that catch!
Beware the Jubjub bird, and shun
The frumious Bandersnatch!"
He took his vorpal sword in hand;
Long time the manxome foe he sought --
So rested he by the Tumtum tree,
And stood awhile in thought.
And, as in uffish thought he stood,
The Jabberwock, with eyes of flame,
Came whiffling through the tulgey wood,
And burbled as it came!
One, two! One, two! And through and through
The vorpal blade went snicker-snack!
He left it dead, and with its head
He went galumphing back.
[ Jabberwocky, by Lewis Carroll ] |
# File:Mottled spellbook.png
File
File history
File usageNo higher resolution available.
Mottled_spellbook.png (16 × 16 pixels, file size: 239 bytes, MIME type: image/png)
A 16x16 vanilla NetHack tile of the object 'mottled spellbook'.
File history
Click on a date/time to view the file as it appeared at that time.
Date/TimeThumbnailDimensionsUserComment
current12:18, 1 August 200616 × 16 (239 bytes)BotFenix (talk | contribs)A 16x16 vanilla NetHack tile of the object 'mottled spellbook'. Category:16x16 tiles
You cannot overwrite this file.
File usage
The following 13 pages uses this file:
List of vanilla NetHack tiles
NetHack 3.2.0
NetHack 3.2.1
NetHack 3.2.2
NetHack 3.2.3
NetHack 3.3.0
NetHack 3.3.1
NetHack 3.4.0
NetHack 3.4.1
NetHack 3.4.2
NetHack 3.4.3
NetHack 3.6.0
NetHack 3.7.0 |
# Talk:Closet
TDTTOE! Non-dor closets
Wow!
This makes perfect sense! the scroll of teleportation prevents an impossible game if the player was teleported there! There might be a problem if the player is teleported there a second time. but that would be a VERY rare case.
"Secondary Meaning" of "aerarium"
I like this because its possibility might have been deliberate, and poetic, play on words: "the vault of the sky." --JCSBimp (talk) 20:40, 22 March 2021 (UTC) |
# Monster level
Monster level is the experience level of a monster. It is used in the calculation of a monster's hit points and experience point value, and in determining whether or not a monster's attack hits you.
If the monster is a spellcaster, then a higher level means a larger spell repertoire, usually containing more dangerous spells. Also, your pet uses monster level to decide whether or not to attack another monster.
The number of hit points of most monsters is (monster level)d8; because of that, monster level is also known as hit dice, a term from Dungeons and Dragons. This is the meaning of "HD", which appears in the bottom status line when you are polymorphed into a monster.
Contents
1 Calculation of monster level
2 Exceptions
3 Monster level and hit points
4 References
Calculation of monster level
Each monster has a base level, which can be found in the information box on the monster's page. However, not every monster will be generated at its base level; monster level is influenced by level depth and the hero's experience level.
Specifically, when a monster is generated, its level is determined as follows:[1]
Start with the monster's base level;
If the level depth value is smaller than the monster's base level, subtract one;
If the level depth value is bigger than the monster's base level, add one-fifth of the difference between the two (rounded down);
If your experience level is higher than the monster's base level, add one-fourth of the difference between the two (rounded down);
If the result is higher than 1.5 times the monster's base level (rounded down), then it is lowered to that number;
If the result is higher than 49, then it is lowered to that number.
The final result is the monster's starting level.
If you are in the Endgame, then your effective level depth is the depth of the Sanctum plus one half of your experience level. If you have the Amulet of Yendor but are not in the Endgame, then your effective level depth is the depth of the Sanctum.
There are a few ways for a monster to gain levels. For more information about this, see Growing up.
Exceptions
The Wizard of Yendor is an exception to these rules. His level is 30, plus the number of times he has been killed, up to a maximum of 49.[2]
Player monsters that are generated when you arrive on the Astral Plane or the final level of the Wizard quest are another exception. They are generated at a random level, between 15 and 30 for the Astral Plane, and between 1 and 16 for the Wizard quest.[3]
Similarly, your guardian angel on the Astral Plane is generated at a random level, between 15 and 22.[4]
Named demons and the mail daemon (which are internally defined with "monster level" greater than 49) are another exception. They have a fixed starting number of hit points, and their starting level is one-fourth of that number (rounded down):[5]
Monster
Starting hit points
Starting level
Mail daemon
100
25
Juiblex
88
22
Yeenoghu
100
25
Orcus
120
30
Geryon
132
33
Dispater
144
36
Baalzebub
166
41
Asmodeus
198
49
Demogorgon
200
50
Another exception is self-polymorph. When you polymorph into a monster, your hit dice (HD) will be equal to the monster's base level, without adjustment for dungeon depth or your natural form's level.[6]
Monster level and hit points
The number of hit points of most monsters is (monster level)d8.[7] Exceptions are golems, the Riders, the named demons, adult dragons, elementals created on their home planes, level 0 monsters, player monsters generated when you arrive on the Astral Plane or Wizard quest[8], and your guardian angel on the Astral Plane.[9] For more details, see the hit points article.
When you are polymorphed into a monster, your monster form's hit points are (HD)d8. Exceptions to this are golems, adult dragons, elementals (if you polymorph into one on its home plane), and HD:0 monsters.[10]
References
↑ src/makemon.c in NetHack 3.6.6, line 1755
↑ src/makemon.c in NetHack 3.6.6, line 1762
↑ src/mplayer.c in NetHack 3.6.6, line 142
↑ src/minion.c in NetHack 3.6.6, line 501
↑ src/makemon.c in NetHack 3.6.6, line 995
↑ src/polyself.c in NetHack 3.6.6, line 701
↑ src/makemon.c in NetHack 3.6.6, line 980
↑ src/mplayer.c in NetHack 3.6.6, line 143
↑ src/minion.c in NetHack 3.6.6, line 502
↑ src/polyself.c in NetHack 3.6.6, line 702-L714 |
# File:Ancient of death.png
File
File history
File usage
MetadataNo higher resolution available.
Ancient_of_death.png (16 × 16 pixels, file size: 311 bytes, MIME type: image/png)
File history
Click on a date/time to view the file as it appeared at that time.
Date/TimeThumbnailDimensionsUserComment
current04:20, 12 June 201316 × 16 (311 bytes)Chris (talk | contribs)
You cannot overwrite this file.
File usage
The following 2 pages uses this file:
Ancient of death
User:Chris/dNetHack/Monsters
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 |
# Medusa's Island
Medusa's Island
Location
Level 21–28 of theDungeons of Doom
Variants
First version
Second version
Third version
Fourth version
Bones
No
Mappable
Yes
Teleportable
No
Diggable floor
Yes
Diggable walls
varies
Medusa's Island is a special level that appears in NetHack, and is home to Medusa. The entire level is non-teleport, and is ineligible to leave bones files.
Contents
1 Generation
1.1 Common traits
2 First version
3 Second version
4 Third version
5 Fourth version
6 Strategy
7 Origin
8 History
9 Variants
9.1 UnNethack
9.2 SlashTHEM
10 References
Generation
The island is 1 to 4 levels above the Castle, placing it between dungeon levels 21 and 28. Monster creation on this level is biased towards chaotic monsters.
There are four different versions of the island, each of which has an equal chance of being used.
Common traits
Each version of the level contains several statues representing Medusa's victims. Except as noted below, there will be:
Seven statues of random monsters scattered around the level. These statues will contain any equipment their monster type might usually be generated with, but will not have the usual chance of containing a random spellbook.
Five statues of player monsters with names and roles from the top-ten list in the same room as Medusa. These statues will be empty.
A historic statue of Perseus, containing (with independent probability):[1][2][3][4]
a 75% chance of a cursed +0 shield of reflection
a 25% chance of a +0 pair of levitation boots
a 50% chance of a blessed +2 scimitar
a 50% chance of a sack
The following information pertains to an upcoming version (3.7.0). If this version is now released, please verify that it is still accurate, then update the page to incorporate this information.
Any of the following maps may be mirrored and/or flipped.
First version
Medusa's Island (1)
Location
Level 21–28 of theDungeons of Doom
Bones
No
Mappable
Yes
Teleportable
No
Diggable floor
Yes
Diggable walls
No
}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}.}}}}}..}}}}}......}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}....}}}...}}}}}}...}}.....}}}}}....}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}...............}}....}}}}}}}}}}....}}}..}}}}}}}}}}}.......}}}}}}}}}}}}}}}}..}}.....}}}...}}}....}}}}}}}}.....}}}}..}}}}}}.................}}}}}}}}}}}.}}}}.....}}...}}}....}}}}}}}}}}}}.}}}}.}}}}}}.-----------------.}}}}}}}}}}}}}}}}}.........}}....}}}}}}}}}}}}}}}}}}.}}}...|.......^.......S...}}}}}}}}}}}}}}}}}}}....}}}.....}.}}....}}}}}}}}}.}}....--------+--------....}}}}}}..}}}}}}}}}}}...}}}......}}}}..}}}}}}}}}}}}}........|.......|........}}}}}....}}}}}}}}}}}}}}}}.....}}}}}}}}}}}}}}}}}}}}........|.>.....|........}}}}}...}}}}}}}}}.}}}}}}}.....}}}}}}}}}}}}}}}}}}}}....--------+--------....}}}}}}.}.}}}}}}}}}}}}}}}}......}}}}}}}}}}}}}}}}}}}}...S.......^.......|...}}}}}}}}}}}}}}}}}.}}}}}}}}....<..}}}}}}}..}}}}}}}}}}}}.-----------------.}}}}}}}}}}}}}}}}}....}}}}}}}........}}.}}....}}}}}}}}}}}}.................}}}}}..}}}}}}}}}.......}}}}}}.......}}}}}}}......}}}}}}}}}}}}}}.......}}}}}}}}}.....}}}}}}...}}..}}}}}}}.....}}}}}}}}}}}.....}}}}}}}}}}}}}}}}}}}}}}.}}}}}}}..}}}}}}}}}}....}}}}}}}}}..}}}}}}}}}}}}}....}}}}}}}}}}}}}}}}}}}}}}...}}..}}}}}}}.}}.}}}}..}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}
Medusa is waiting on the down stairs with the statue of Perseus. There is a random snake in each of the top and bottom corridors of her hall, two water trolls in the water to the right of the level, three giant eels and three jellyfish in the water to the left of the level, and ten other random monsters. In addition to the two marked squeaky boards, there are five other random traps on the level.
Second version
Medusa's Island (2)
Location
Level 21–28 of theDungeons of Doom
Bones
No
Mappable
Yes
Teleportable
No
Diggable floor
Yes
Diggable walls
Not on leftmost/rightmost islands
}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}------}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}-------}}}}}}}}--------------}}|....|}}}}}}}}}..}.}}..}}}}}}}}}}}}}..}}}}}}|.....--}}}}}}}|............|}}|..0.|.}}}}}}}}}}}.}...}}..}}}}}}}}}}}}}}}}}|--......}}}}}.|............|}}S....|.}}}}}}---}}}}}}}}}}}}}}}}}}}}}}}}}}---...|..|}}}}}}.S..----------|}}|....|.}}}}}}|...}}}}}}}}}.}}...}.}}}}.}}}......----}}}}}}.|............|}}|....|.}}}}}}|....--}}}}}}}}}}}}}}}}}}}}}}----...-|}}}}}}}.|..--------+-|}}|....|.}}}}}}}......}}}}...}}}}}}.}}}}}}}}}}}---..|--}}}}}.|..|``S...|..|}}|..<.|.}}}}}}-....|}}}}}}}------}}}}}}}}}}}}}}|...|0|}}}}}.|..|``|...|..|}}|....|.}}}}}}}}}---}}}}}}}........}}}}}}}}}}---.|....}}}}}.|..|``|.>.|..|}}|....|.}}}}}}}}}}}}}}}}}}|....|...|}}}}}}}}--...|---.}}}}}.|..|``|...|..|}}|.^..|.}}}}}}..}}}}}}}}}}---..--------}}}}}|..---}}}}}}}}}.|..|..-------|}}|...}|...}}}.}}}}}}...}}}}}|-..........}}}}..--}}}}}}}}}}}.|..|.........|}}|...}S...}}.}}}}}}}}}}}}}}}|..--------}}}}}}}}}}}}}}...}}}.|..--------..S}}|...}|...}}}}}}}..}}}}}}----..|....|}}}}}}}}}}}}}}}}}..}}}.|............|}}|....|}}}}}....}}}}..}}.|.......----}}......}}}}}}.......}}|............|}}------}}}}}}}}}}}}}}}}}}---------}}}}}}}}}}}}}}}}}}}}}}}}}}--------------}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}
Medusa is waiting on the down stairs with the statue of Perseus. There are a titan and a gremlin in the entrance hall, six electric eels and three jellyfish in the water to the left of the level, four stone golems and two cobras immediately outside Medusa's room, a random A and a yellow light in the back room of Medusa's hall, and thirteen more random monsters distributed fairly evenly across the level. In addition to the marked magic trap, there are four other random traps on the level.
In contrast to the other versions, the probabilities of the shield and boots in Perseus' statue are 25% and 75%, respectively. There is also an additional random monster statue, and all eight are placed to the left of Medusa's room as marked.
There are marked boulders in the entrance hall and on the right-hand island; the latter has a random wand beneath it. The walls of both the entrance hall and Medusa's hall are undiggable.
The wand is possibly a reference to NetHack 2.3e and earlier versions of NetHack. These versions did not have the Castle; instead, they placed the wand of wishing in one of the upper mazes, in a dead-end square with a boulder on top of it.
Third version
Medusa's Island (3)
Location
Level 21–28 of theDungeons of Doom
Bones
No
Mappable
Yes
Teleportable
No
Diggable floor
Yes
Diggable walls
some
}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}.}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}.}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}#..#.}}}}}}}}}}}}}}}}}}}}..}}}}}}}}.}}}...}}}}}}}.}}}}}......}}}}}}}}}}}}}.......#.}}}}}}}}}}}..}}}}..#.}}}}}}...#...#..}}...#..}}..-----..}}}}}}}}...-----....}}}}}}}}}}.#..}}}}}...}}}}}.....#..}}}}}......#..|...|.#..}}}}}}.#.|...|...#.}}}}}}}.#......}}}}..#..}}.}}}.}}...}}}}}.#.....+.>.|...}}}}}}}}..|.>.|.}}.}}}}}.....}}}#.}}}}.....}}}}}}.#}}}}}}}}}}}}}..#.|...|.}}}}}}}}}}}.|...|.}}}}}}..#..}}}}}}}}}}}}}#.}}}}}}}}..}}}}}}}}}}}.....-----.}}}}}}}}}}}.--+--..}}}}}}...}}}}}}}}}}}}}}}}}}}#.}}}}}}}}}}}}}}}}.#.}........}}}}}}}}}}.......}}}}}}..}}}}}}}}}.}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}.}}}.}}.#.}}}}}}}}.#...#...}}}}#}}}}}}}}}}}....}}}}}}}}}}#}}}}}.#}}...}}}}}}}}}}}}}}...}}}}}}}}...#}}}}}}}..}}}}}}}}}}}.#...}}}}}}}}.#.}.#.....#....}}}}}}}}}}}}}.}}}}}}}}}}}}}}}}}}}}}....}}}}}}}...}}.}}}}}}}}}}............#..}}}}}.#.}}}}}}}}}}}}}}}}}}}}}}}}}}}..#..}}}}}}}}}}}}}}..}}}}}..------+--...#.}}}....}}}}}}}}}}}}}}}.}..}}}}}}}.#.....}}}}}}}}}}}..#.}}}}.#.|...|...|....}}}}}.}}}}}...}}}}}}}}.#.}...}..}}}}#.#.}}}}}}.}}}}}}}....}}...|.>.+...|.}}}}}}}}}}}}}..#...}}}}}}}..}}}.....}}...}}}}}}}...}}}}}}}}}}}}}#.|...|...|}}}}}}}}}}}....#..}}}}}}}}}}..}}}.#..}}}.}}}}}}}}.#..}}}}}}}}}}}}}}---S-----}}}}}}}}}}}}}....}}}}}}}}}}}}}}}}}..}}}}}}}}}}}}}}}.}}}}}}}}}}}}}}}}}#.?#}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}
The up stairs are on the top-center island. The "stairs" marked above are the locations where the actual down stairs can be generated, with Medusa waiting on them; another will have the statue of Perseus, and the third will contain a fountain. Thirty hostile ravens populate the level, as well as two giant eels, two jellyfish, two wood nymphs, and two water nymphs. Two scrolls of blank paper are at the bottom of the southermost island as marked, as well as eight random items scattered around the level. Two rust traps, two squeaking boards, and one other trap are randomly placed. The rooms potentially containing Medusa have non-diggable walls, but the right half of the double room (excluding its left wall) is diggable, and trees may be chopped down. This level is "shortsighted", meaning monsters can only see you when you approach within a certain radius.
Fourth version
Medusa's Island (4)
Location
Level 21–28 of theDungeons of Doom
Bones
No
Mappable
Yes
Teleportable
No
Diggable floor
Yes
Diggable walls
No
}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}........}}}}}}}}}}}}}}}}}}}}}}}..}}}.....}}}}}}}}}}}----|}}}}}}}}}}}..----------#-.....}}}}}}}}}}}}}}}}..---...}}}}....#.}}}}}}}....|}}}}}}}}.....|...#......S}}}}....}}}}}}}...}}.....|}}.}}}}}}}......}}}}|......}}}}}}..D..+.>.|..{...|}}}}}}}}}}}}.....}}}}|...|}}}}}}}}}}}.}}}}}}}}----.}}}}}}}......|...|......|}}}}}}}}}......}}}}}}|.......}}}}}}}}}}}}}..}}}}}...}}}}}}|-+--#|-+--....|#|-|}}}}}....}}}....}}}-----}}.....}}}}}}}......}}}}.}}}}}}}|...};|...|....|}}}|}}}}}}}..}}}}}}}}}}}}}}}}}}}}....}}}}}}}}....#.}}}}}}}}}|.>.}(#.>.+....#}}}}}}}..}}}}}}}}}}}}}}...}}}}}}}}}}}}}}}}}}}}}}....}}..}}}}|...}}|...|....|}}}|}....}}}}}}....}}}...}}}}}...}}}}}}}}}}}}}}}}}.....}}}}}--+--#|-+--....-#|-|....}}}}}}}}}}.#...}}}}....---}}}}}}}}}}}}}}}}}}}}}}}}}}......|...|......|}}}}}.}}}}}}}}}....}}}}}}}.....|}}}}}}}}}.}}}}}}}}}}}}}}}}}}....+.>.|..{...|.}}}}}}}}}}}}}}}}}}}}}}}}}}.|..|}}}}}}}......}}}}...}}}}}}}}}}..|...#......|...}}}}}}}}}}..---}}}}}}}}}}--.-}}}}}....}}}}}}....}}}}}}}}}}}}}-----S----#|....}}}}}}}}}|...|}}}}}}}}}}}}...}}}}}}...}}}}}}..}}}}}}}}}}}}}}}..............#...}}}}}.|.......}}}}}}}}}}}}}}..}...}.}}}}....}}}}}}}}}}}}}}}....}}}}...}...}}}}}.......|.}}}}}}}}}}}}}}.......}}}}}}}}}...}}}}}}}}}}}}}}..}}}}}}}}}}.}}}}}}}}}}-..--.}}}}}}}}..}}}}}}..#...}}}..}}}}}}}}}}}}}}}}}}}...}}}}}}}}}}}}}}}}}}}}}}}...}}}}}}}....}}}}}}}.}}}..}}}...}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}.}}}}}}....}}}}}}}}}}}}}}}}}}}...}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}
The up stairs are always on the islands to the right, with Medusa dwelling in her "palace" on the left.[5] The down "stairs" marked above are the locations where the actual down stairs can be generated, with Medusa waiting on that square - another will have the statue of Perseus in its place. The marked yellow dragon is generated asleep, and may have up to two babies sleeping by her. She also nests on one to three yellow dragon eggs, which may hatch into awake and hostile babies by the time you reach them. Also inhabiting the level are various, mostly slithery monsters: two giant eels, two jellyfish, four adult and hatchling black nagas each, and 14 random snakes; this may include pythons as capable of drowning you as the eels. Eight random objects and seven random traps are randomly placed. The crystal ball next to the kraken is underwater.
Note that depending on Medusa's position, you may be able to catch sight of her through the iron bars; take the appropriate precautions before nearing her complex.
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.
Strategy
The most difficult thing about reaching Medusa is crossing the water full of sea monsters. Levitation or water walking boots are the most common ways to cross the water. Using a wand of cold, a frost horn or the cone of cold spell to freeze a path across the water is another option, as is filling the water with boulders, or some means of jumping.
If you are trying to reach the island with boulders, you can push them to the stairs of the previous level and throw items to make them roll down. Alternatively, you can read preferably uncursed scrolls of earth if not enough boulders are available. At least eight boulders are needed for the first and fourth versions, 16 for the second, and a variable number for the third depending on which island spawns the down stairs. Fewer boulders may suffice if you're willing to jump repeatedly into a one-space water gap until you surface on the right side. However, since each boulder has a 10% chance of sinking without leaving floor, no amount of boulders is guaranteed to be sufficient to leave a path.
An amulet of magical breathing may also be used to traverse the level underwater, with all the effects that getting yourself wet entails.
If crossing the water is not an option, you may also opt to dig a hole to the next level and then come back up by using the staircase. The stairs to the next level are in the same room as Medusa, so make sure that you are ready for her before going up the stairs!
Origin
Wikipedia has an article about:
Medusa
The fourth variant of Medusa's Island draws in particular from some aspects of Medusa's tale in Greek folklore: After her decapitation, her spilled blood was said to have given birth to several creatures, including the Sahara's poisonous vipers and the venomous, twin-headed dragon-like serpent known as Amphisbaena. These are each represented by the abundance of snakes and black nagas, as well as the yellow dragon - black nagas, yellow dragons and their offspring are acidic and thus resistant to stoning.
Similarly, the crystal ball may be an allusion to the Graeae, daughters of the sea-deities Phorcys and Ceto and sisters to the Gorgons. Perseus stole their sole shared eye in order to ransom it for information on the whereabouts of either Medusa herself or the three objects needed to slay her.
History
Medusa's lair first appears in NetHack 3.1.0. Before that version, she appeared in an ordinary room-type level. The previous series, NetHack 3.0.0, adds a number of statues to her room, but this is an ambiguous clue; it seems likely that many an adventurer met an untimely end from not knowing they would soon see Medusa. The use of telepathy or a potion of monster detection is advisable.
Nethack 3.6.0 adds two new possible layouts for the island.
Variants
UnNethack
As with other special levels in UnNethack, the four layout variations may be flipped horizontally, vertically, or both.
SlashTHEM
In SlashTHEM, there are far more sea monsters in the level (and other water levels). A few of these are new sea monsters with stealing and lycanthropy attacks. You should be prepared with ranged attacks and either telepathy or warning.
References
↑ dat/medusa.des in NetHack 3.6.6, line 56
↑ dat/medusa.des in NetHack 3.6.6, line 155
↑ dat/medusa.des in NetHack 3.6.6, line 273
↑ dat/medusa.des in NetHack 3.6.6, line 373
↑ dat/medusa.des in NetHack 3.6.6, line 320 |
# Spider
A spider is represented by the symbol s and can be:
s cave spider
s giant spider
These monsters are not technically spiders, but share the "s" symbol.
s centipede
s scorpion
s Scorpius the Ranger quest nemesis
If a monster of this class is created during the initial level generation process, NetHack will generate a random item for it to hide under (though giant spiders are actually unable to hide).[1]
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 ]
References
↑ makemon.c in NetHack 3.4.3, line 959
This is a disambiguation page: a list of articles associated with the same title.
This page may need to be updated for the current version of NetHack.
It may contain text specific to NetHack 3.4.3. Information on this page may be out of date.
Editors: After reviewing this page and making necessary edits, please change the {{nethack-343}} tag to the current version's tag or {{noversion}} as appropriate. |
# Related changes
Enter a page name to see changes on pages linked to or from that page. (To see members of a category, enter Category:Name of category). Changes to pages on your Watchlist are in bold.
Recent changes options
Show last 50 | 100 | 250 | 500 changes in last 1 | 3 | 7 | 14 | 30 daysHide registered users | Hide anonymous users | Hide my edits | Show bots | Hide minor editsShow new changes starting from 17:39, 24 July 2023
Namespace:
all
(Main)
Talk
User
User talk
NetHackWiki
NetHackWiki talk
File
File talk
MediaWiki
MediaWiki talk
Template
Template talk
Help
Help talk
Category
Category talk
Source
Source talk
Forum
Forum talk
Video
Video talk
User blog
User blog talk
Blog
Blog talk
Module
Module talk
Invert selection Associated namespaceTag filter:Page name: Show changes to pages linked to the given page instead
List of abbreviations:
N
This edit created a new page (also see list of new pages)
m
This is a minor edit
b
This edit was performed by a bot
(±123)
The page size changed by this number of bytes
24 July 2023
m 05:20 Dot (diff | hist) . . (-1) . . Umbire the Phantom (talk | contribs) (→dNetHack: typo)
01:17 N (diff | hist) . . (+65) . . Umbire the Phantom (talk | contribs) (improve formatting, reorg, etc.)
m 00:17 , (diff | hist) . . (-2) . . Umbire the Phantom (talk | contribs) (tweak)
23 July 2023
23:12
Dot (3 changes | history)
. .
(+684) . .
[Umbire the Phantom (3×)]
23:12
(cur | prev) . . (+112) . . Umbire the Phantom (talk | contribs) (add use)
23:06
(cur | prev) . . (+20) . . Umbire the Phantom (talk | contribs) (→dNetHack: tweak)
23:02
(cur | prev) . . (+552) . . Umbire the Phantom (talk | contribs) (format)
05:57
, (8 changes | history)
. .
(+420) . .
[Umbire the Phantom (2×); Ion frigate (6×)]
m
05:57
(cur | prev) . . (0) . . Umbire the Phantom (talk | contribs) (ack)
05:57
(cur | prev) . . (-9) . . Umbire the Phantom (talk | contribs) (Oh hey, wanted to do this myself but got sidetracked. Lemme polish it up)
05:41
(cur | prev) . . (+2) . . Ion frigate (talk | contribs) (trying not to use item in two different senses)
05:37
(cur | prev) . . (0) . . Ion frigate (talk | contribs) (this seems least bad)
05:37
(cur | prev) . . (-10) . . Ion frigate (talk | contribs) ("comma character" does sound weird)
05:27
(cur | prev) . . (+78) . . Ion frigate (talk | contribs) (Another use - menu should perhaps be its own article)
05:22
(cur | prev) . . (-1) . . Ion frigate (talk | contribs) (whitespace)
05:17
(cur | prev) . . (+360) . . Ion frigate (talk | contribs) (Expand this into its own article) (Tag: Removed redirect)
05:19 Template:ASCII (diff | hist) . . (-15) . . Ion frigate (talk | contribs) (fix link now that this is its own article)
05:18
Unused symbols (2 changes | history)
. .
(-383) . .
[Umbire the Phantom; Ion frigate]
05:18
(cur | prev) . . (-140) . . Ion frigate (talk | contribs) (remove reference to ,)
00:32
(cur | prev) . . (-243) . . Umbire the Phantom (talk | contribs) (Then it's not unused)
m 00:35 ` (diff | hist) . . (+13) . . Umbire the Phantom (talk | contribs) (→Historical uses: word choice)
22 July 2023
m 07:35
0 (2 changes | history)
. .
(+8) . .
[Umbire the Phantom (2×)]
m
07:35
(cur | prev) . . (+9) . . Umbire the Phantom (talk | contribs) (potholes)
m
06:46
(cur | prev) . . (-1) . . Umbire the Phantom (talk | contribs) (spacing, typo) |
# Stoning
In NetHack, stoning or petrification is the process of a character turning to stone. This usually happens due to an encounter with a cockatrice, but the gaze of Medusa also turns you to stone.
Stoning resistance can only be gained by polymorphing into an intrinsically stoning-resistant monster, and is not available by any other means (such as equipment or eating corpses). You are only resistant for the duration you are such a monster. Intrinsic stoning resistance is not implemented.[1]
Contents
1 Stoning resistance
1.1 Stoning-resistant monsters
2 Stiffening versus instadeath
2.1 Messages
3 Stopping stiffening
4 Variants
4.1 SLASH'EM
4.2 UnNetHack
4.3 dNetHack
4.4 FIQHack
5 References
Stoning resistance
While stoning resistance is a property that can occur in-game, it can generally only be obtained by polymorphing into the form of a stoning-resistant monster.
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.
As of commit 071d79dc, temporary stoning resistance can be granted by eating the following corpses:
acid blob, chickatrice, cockatrice, gargoyle, winged gargoyle, spotted jelly, ochre jelly, yellow dragon, green mold, black naga, green slime, xorn, Medusa, lizard, Chromatic Dragon.
You get the message You feel less concerned about becoming petrified. when you gain temporary stoning resistance and You no longer feel secure from petrification. when the temporary resistance expires.
You can get extrinsic stoning resistance by wearing yellow dragon scales or yellow dragon scale mail.
Stoning-resistant monsters
A variety of monsters are stoning-resistant, typically for fairly straightforward reasons:[2]
Creatures that can petrify others: chickatrices, cockatrices, and Medusa (but Medusa can be stoned by her own reflection)
Creatures already made of stone or earth: gargoyles, winged gargoyles, stone golems, earth elementals, xorns
Creatures that are acidic: acid blobs, black naga hatchlings, black nagas, gelatinous cubes, green molds, Juiblex, ochre jellies, spotted jellies, baby yellow dragons, yellow dragons, all P
Immaterial creatures: air elementals, djinn, sandestins, mail daemons, fire elementals, ghosts, shades, water elementals, wraiths, lights, all v
Important enemies: Death, Famine, Pestilence, and all quest nemeses
Lizards (logically enough, since they cure stoning when eaten)
Skeletons (presumably fossilization doesn't slow them down much)
Other golems are not stoning resistant, but instead become stone golems if they would be stoned by any method.
Stiffening versus instadeath
Touching a cockatrice or chickatrice is instantly fatal for a character without stoning resistance, as is meeting the gaze of Medusa. Attacking a cockatrice or chickatrice barehanded or barefooted, picking up the corpse barehanded, and kicking it barefooted are ways of touching among many, many others. Throwing a cockatrice egg up (<) and being hit by it is an instadeath, but being hit by one thrown by a monster starts the stiffening process, as does eating the egg, or hearing the cockatrice's hissing attack. The process technically takes 5 turns, but after 2, your limbs turn to stone and you can't do anything else but proceed to die. You will also lose any intrinsic speed when you start "slowing down",[3] which may give you even fewer actions to save yourself; if you are burdened or worse, you might not be able to save yourself at all!
Messages
Message
Turns to live
"You are slowing down"
2
"Your limbs are stiffening"
1
"Your limbs have turned to stone."
"You have turned to stone."
"You are a statue."
0
Stopping stiffening
If you hear the hissing of a cockatrice and start turning to stone – stiffening – you still have several ways, albeit not several turns, to save yourself. The corpse of a lizard or an acidic monster stops the process as soon as you start eating, so you shouldn't worry about not chewing fast enough or being interrupted. The monster corpses that can stop stiffening are as follows:[4]
lizard
(baby) yellow dragon
black naga (hatchling)
acid blob
gelatinous cube
spotted jelly
ochre jelly
green mold
gray ooze
brown pudding
black pudding
green slime – but see below.
Tins of the above monsters will also work. However, you need a blessed tin opener (which always immediately opens tins) in order to guarantee opening the tin in time. If you do not have a blessed tin opener, a blessed tin will open in 0-1 turns, but if it takes 1 turn, you may be interrupted while opening it.[5] Applying a tin opener will wield it without taking a turn if you then immediately open a tin.
The most common method is to eat a lizard corpse; since they never rot, you should always carry one along.
However, if you do not have an appropriate corpse with you, you may also quaff a potion of acid. The stone to flesh spell will save you if you cast it on yourself, but it will also turn mineral items in your main inventory to meat, including rocks, rings, and wands.
If your god is happy with you and you are not in Gehennom, prayer works as well.
Sliming only saves you from petrification if it is from eating a glob of green slime, which is acidic; however, it is then necessary to cure the sliming.
An amulet of unchanging will not protect you from stoning, but an amulet of life saving will save your life. Reflection or blindness protects you from turning to stone by the gaze of Medusa. Wearing gloves is strongly recommended while handling cockatrices.
Polymorphing into a stoning-resistant monster will also stop the petrification process, as will polymorphing into any type of golem (as they turn into stone golems rather than dying).
Variants
SLASH'EM
In SLASH'EM, there are two additional monsters that cause stoning: the thick-hided basilisk, and the asphynx, which can hide under objects and stone an unsuspecting player. Both are significantly higher-level than the cockatrice; on average, fights against them will be longer, increasing the chance that one of their attacks may start turning you to stone. They also use different glyphs, meaning that a blessed scroll of genocide is no longer an easy solution.
SLASH'EM also introduces the amulet versus stone, which will save your life against stoning in the same manner as an amulet of life saving, costing a point of constitution and incrementing the "killed" counter. The amulet, however, is not destroyed in the process unless it is cursed; otherwise, its beatitude changes from uncursed to cursed, or from blessed to uncursed. Thus, with a sufficient supply of holy water, one amulet can prevent many stoning YASDs.
UnNetHack
In UnNetHack, external resistance to stoning may be provided by chromatic dragon scales (or chromatic dragon scale mail).
dNetHack
dNetHack introduces several new acidic monsters, whose corpses can cure stoning:
shoggoths
blood bloaters
blue and yellow dragons and baby forms (blue is new)
flux slime
darkness given hunger
In addition, all varieties of cave lizard and giant turtles will cure stoning.
Monks gain intrinsic stoning resistance at level 27.
FIQHack
In FIQHack, external resistance to stoning is provided by yellow dragon scales (or yellow dragon scale mail), in addition to the usual acid resistance.
References
↑ monst.c, line 147, monst.c, line 184, monst.c, line 176, monst.c, line 426, monst.c, line 433, monst.c, line 1349, monst.c, line 1423, monst.c, line 1744, monst.c, line 1774, monst.c, line 2063, monst.c, line 2477, monst.c, line 2879, monst.c, line 3220
↑ See monst.c, line 94 and on; look for MR_STONE in the seventh field (not the eighth, that's resistances it grants).
↑ timeout.c in NetHack 3.4.3, line 36
↑ src/eat.c in NetHack 3.6.1, line 704, src/eat.c in NetHack 3.6.1, line 733
↑ src/eat.c in NetHack 3.6.6, line 1469
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. |
# Forum:Grey or silver dragon scale mail?
< Forum:Watercooler
I've managed to get a 5th character past the valley of the dead (4 previous ones all suffered a YASD)
I'm tryin
My current character is a lvl 30 Val, and by luck from a couple of bones levels, I've ended up with the following in my stash:
+6 excalibur
+6 silver saber
(#twoweapon)
(I used to have Mjollnir, and grayswandir, but accidentally destroyed them when they were in a BOH that I blew up (which also contained my unused WOW I'd recently got from the castle level :( ))
worn:
+5 GDSM
+5 GOP
+5 Cloak of protection
+7 elven leather helm
+5 T-shirt
+5 speed boots
stash:
+5 SDSM
+5 Cloak of magic resistence
+5 cloak of displacement
+0 water walking boots
+0 shield of reflection
amulet of reflection
several amulets of lifesaving
amulet of magical breathing
also permanently invisible, and i have a couple of magic lanterns, and a 1:0 wand of wishing I found in a bones pile (one wish of which I will probably need to use to get the candles I need (as the ones I got in mine town were in the BOH that got destroyed... and I only managed to score 5 via polly-piling)
My question is should I stick with the GDSM and cloak of protection and amulet of reflection, or would it be better to switch to the SDSM with the cloak of magic resistence, to free up the amulet spot for an amulet of lifesaving, or the amulet of magical breathing (magical breathing would have saved my previous val from being drowned by a kraken at the top of the tower...) I can't figure out if the MC3 from the cloak of protection is worth it with my characters current stats HP:444, AC:-41
--Tandeejay (talk) 12:55, 17 March 2018 (UTC)
In my experience, MC at that point is mainly useful against monsters with drain life attacks such as vampires. You might be able to destroy them quickly enough for that to not be an issue. I am wondering about disenchanters and green slimes, though. In the End Game, especially, you don't really need MC. - Andrio Celos (talk) 14:42, 17 March 2018 (UTC)
Thanks for your reply. I didn’t think the vampires would be an issue while I’m wielding Excalibur? Disenchanters shouldn’t be an issue as I genocided them. A green slime took out another previous character before I knew about sliming, so I read up on that, and as long as I have a wand or scroll of fire on hand, I should be able to deal with that if it occurs, or alternatively, I have a bunch of magic markers and blank scrolls in my stash so maybe genociding them is worthwhile.
So back to my stash for that SDSM...
Tandeejay (talk) 03:15, 18 March 2018 (UTC) |
# Throne room
A throne room is a type of special room that appears in NetHack, and contains an assortment of monsters, a throne, and a chest.
Contents
1 Generation
1.1 Special levels with throne rooms
2 Strategy
3 History
4 Messages
5 Variants
5.1 dNetHack
5.2 GruntHack
5.3 SlashTHEM
6 References
Generation
A throne room is generated with a 1⁄6 chance in ordinary rooms-and-corridors levels from level 5 onwards, provided the level does not already have a shop.[1] The monsters are always generated hostile and asleep.[2]
The list of throne room monsters is as follows:[3]
dragons (on level 15+)
giants (13+)
trolls (10+)
centaurs (6+)
orcs
bugbears
hobgoblins
gnomes
kobolds
Deeper levels are skewed to harder monsters. The limits for ordinary random monsters (based on the average of your and the dungeon floor's level) do not apply. Extinct or genocided monsters will be replaced with ordinary random monsters.
Additionally, the throne may have one of the following monsters sitting on it:
Ogre king
Elvenking
Dwarf king
Gnome king
The monster will have a mace in its inventory. Deeper levels will have higher level monsters sitting on the throne.[4]
Special levels with throne rooms
There is a guaranteed throne room in Fort Ludios (if the Fort is generated at all), with Croesus situated on the throne.
While there are also guaranteed thrones in the Castle and in Vlad's Tower, the rooms they are located in are not considered throne rooms.
Strategy
Fighting all the monsters when they are awake can be dangerous for low-level characters, as most of the monsters can generate with wands to use against you. Additionally, it is possible for early throne rooms with an otherwise-out of depth monster on the throne to generate - beware the Elvenking who rules over the sixth level!
If you have stealth, you can carefully pick off the denizens of a throne room one by one—most throne room monsters are slower than an unhasted player, making them vulnerable to hit-and-run, ranged attacks and/or funneling them into outside hallways. Centaurs are the fastest throne room monsters that can generate, and pose the biggest obstace to the above strategies—they often generate with ranged weapons of their own, and may hit you several times per turn in melee.
If luring throne room monsters into a hallway to fight, beware of monsters zapping a wand of digging down and leaving a hole between you and the throne room.
History
Throne rooms first appear in NetHack 1.3d; from this version to NetHack 3.6.0, "royal" monsters could generate randomly in throne rooms, but they were not specifically placed on the throne (with the exception of Croesus) or given a mace until NetHack 3.6.1;[5] this addition is based on a patch by Leon Arnott.[6]
Messages
You hear the tones of courtly conversation.You hear a sceptre pounded in judgment.Someone shouts "Off with
<his her=""> head!"
An occupied throne room is present on the level.
You hear Queen Beruthiel's cats!
As above while hallucinating.
You enter an opulent throne room!
You entered an occupied throne room.
Variants
Many 3.4.3-derived variants place a "royal" monster on the throne, and some of them additionally provide them with an enchanted mace or similar weapon.
dNetHack
In dNetHack, throne room monsters are often (75%) themed after a specific ruler. Rulers are chosen according to their difficulty: a chosen ruler will not have a difficulty greater than the average of your level and the dungeon level difficulty + 5, and will not be lower than 2⁄3 of the dungeon level difficulty. If no prospective ruler fits these criteria, dNetHack will fall back on the standard set of throne room monsters.
The ruler types and corresponding monsters for each room are as follows, roughly sorted in order of difficulty:
Kobold lord (difficulty 3): Kobold shaman, large kobold, kobold, lemure, imp.
Gnome king or gnome queen (difficulty 6): Gnome lord, gnome lady, gnome, gnomish wizard, tinker gnome, dwarf, dwarf lord, dwarf cleric, hobbit, leprechaun, homunculus.
Orc captain (difficulty 7): Orc shaman, mordor orc, hill orc, hobgoblin, goblin, manes, quasit.
Dwarf king or dwarf queen (difficulty 8): Dwarf lord, dwarf cleric, dwarf, gnome, gnome lord, gnome lady, gnomish wizard, hobbit, leprechaun.
Ogre king (difficulty 11): Ogre mage, ogre lord, ogre, orc captain, mordor orc, tengu, troll, random H.
Elvenking or Elvenqueen (difficulty 14): Elf lord, elf lady, Grey-elf, Green-elf, Woodland-elf, quickling, dryad, naiad, Coure Eladrin, Noviere Eladrin, Bralani Eladrin, Firre Eladrin, Shiere Eladrin, doppelganger, wood troll.
Vampire lord (difficulty 14): Vampire, random Z, random M, flesh golem, werewolf, floating eye, gargoyle, winged gargoyle, quasit, black pudding, wraith, phantasm, ghost, maid, weeping willow, swamp nymph.
Drow matron (difficulty 15): Unearthly drow, hedrow wizard, hedrow warrior, drow, sprow, swamp nymph, giant spider, cave lizard, large cave lizard, quasit.
Titan (difficulty 20): Storm giant, fire giant, frost giant, hill giant, stone giant, giant, son of Typhon, dryad, naiad, oread, deminymph.
Embraced drowess (difficulty 27): Drow alienist, hedrow blademaster, edderkop, hedrow wizard, hedrow warrior, drow mummy.
Deepest one (difficulty 33): Deeper one, deep one, human, mind flayer, dark young, umber hulk, stumbling, wandering, and shambling horrors.
Orc of the ages of stars (difficulty 37): Deep wyrm, red dragon, white dragon, black dragon, blue dragon, angband orc, hedrow blademaster, succubus, incubus, olog-hai, siege ogre, hell hound.
GruntHack
From its first version onward, GruntHack always generates a monster royal on the throne of a throne room; this implementation is much different from the L patch that was eventually merged into vanilla.
SlashTHEM
In SlashTHEM, a "royal" monster always occupies the throne of a throne room, and is always given an ornate mace.
References
↑ src/mklev.c in NetHack 3.6.6, line 763
↑ src/mkroom.c in NetHack 3.6.6, line 348
↑ src/mkroom.c in NetHack 3.6.6, line 738
↑ src/mkroom.c in NetHack 3.6.6, line 247
↑ NetHack 3.6.1 commits: Throne room's throne is occupied by a king
↑ Zoos and Courts patch on an archive of L's website
</his> |
# Defunct features
Over the years, NetHack has added many features, but also removed some. These defunct features are listed below.
Contents
1 List of defunct monsters
2 List of defunct objects
3 Other defunct features
4 Variants
4.1 SLASH'EM
4.2 SpliceHack
4.3 SLASHTHEM
5 See also
List of defunct monsters
Monster
First Version
Last Version
Notes
the Three Stooges
NetHack 2.3e
2.3e
the mad scientist
NetHack 3.0.0
3.0.6
osquip
NetHack 3.0.0
3.0.6
unarmored soldier
NetHack 3.0.0
3.1.3
From 3.1.0, occurs only if MUSE is turned off (which is not the default)
unarmored watchman
NetHack 3.1.0
3.1.3
Occurs only if MUSE is turned off (which is not the default)
Earendil
NetHack 3.1.0
3.2.3
Male Elf Quest leader
Elwing
NetHack 3.1.0
3.2.3
Female Elf Quest leader
High-elf
NetHack 3.1.0
3.2.3
Elf Quest friendly
the Goblin King
NetHack 3.1.0
3.2.3
Elf Quest nemesis
the Wizard of Balance
NetHack 3.1.0
3.3.1
Wizard Quest leader; replaced by Neferet the Green
List of defunct objects
Item
First Version
Last Version
Notes
agate stone
Hack 1.0
2.3e
reappears in NetHack 3.3.0
pair of gloves
Hack 1.0
2.3e
mostly equivalent to the leather gloves
scroll of damage weapon
Hack 1.0
2.3e
similar to modern cursed scroll of enchant weapon
shield
Hack 1.0
2.3e
AC is 1, rustable; superseded by small shield
tourmaline and onyx
Hack 1.0
2.3e
Black onyx exists in later versions
dead lizard
Hack 1.0
3.0.5
superseded by lizard corpse
elfin chain mail
NetHack 1.3d
2.3e
mostly equivalent to the elven mithril-coat
slice of pizza
NetHack 1.3d
2.3e
superseded by nameable fruit; appears in 3.0.1 through 3.1.3 if TUTTI_FRUTTI is disabled
spellbook of genocide
NetHack 1.3d
3.0.10
badge
NetHack 2.3e
2.3e
Thunderfist
NetHack 3.0.0
3.0.2
superseded by Mjollnir
Shaped keys
NetHack 3.0.0
3.0.10
The Palantir of Westernesse
NetHack 3.1.0
3.2.3
Elf Quest artifact
Other defunct features
Item
First Version
Last Version
Notes
Hell
Hack 1.0.2
3.0.10
superseded by Gehennom
Endgame
NetHack 3.0.0
NetHack 3.0.10
superseded by the Elemental and Astral Planes
Ninja role
NetHack 1.3d
2.3e
superseded by Rogue role
Elf role
NetHack 1.3d
3.2.3
superseded by Ranger role and Elf race
Names for lighting store shopkeeper
NetHack 3.1.0
3.1.3
superseded by Izchak
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:
"There may be many more defunct objects not listed here."
Variants
SLASH'EM
Main article: Defunct features (SLASH'EM)
Over its history as a variant of vanilla NetHack, SLASH'EM has gone through many features that were long since removed.
SpliceHack
Main article: Defunct features (SpliceHack)
SpliceHack removed many features during the rewrite for version 1.0.0.
SLASHTHEM
Main article: Deferred and defunct features (SlashTHEM)
SLASHTHEM removed many features between v.0.8.0 and 0.9.4.
See also
Deferred features: Features, for which the code is available but that have not been implemented yet.
Game history
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. |
# Related changes
Enter a page name to see changes on pages linked to or from that page. (To see members of a category, enter Category:Name of category). Changes to pages on your Watchlist are in bold.
Recent changes options
Show last 50 | 100 | 250 | 500 changes in last 1 | 3 | 7 | 14 | 30 daysHide registered users | Hide anonymous users | Hide my edits | Show bots | Hide minor editsShow new changes starting from 17:54, 24 July 2023
Namespace:
all
(Main)
Talk
User
User talk
NetHackWiki
NetHackWiki talk
File
File talk
MediaWiki
MediaWiki talk
Template
Template talk
Help
Help talk
Category
Category talk
Source
Source talk
Forum
Forum talk
Video
Video talk
User blog
User blog talk
Blog
Blog talk
Module
Module talk
Invert selection Associated namespaceTag filter:Page name: Show changes to pages linked to the given page instead
List of abbreviations:
N
This edit created a new page (also see list of new pages)
m
This is a minor edit
b
This edit was performed by a bot
(±123)
The page size changed by this number of bytes
20 July 2023
13:29 Inediate (diff | hist) . . (-41) . . Darth l33t (talk | contribs) (Undo revision 152507 by Coz (talk) those are "g" and already covered) (Tag: Undo)
19 July 2023
16:47 Inediate (diff | hist) . . (+41) . . Coz (talk | contribs) (Added gargoyles and wingeds as inediate) |
# 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 |
# Demon lords and princes
In NetHack, several unique, named demon lords and princes sit above the ranks of the minor and major demons in Gehennom. Demon princes are of higher rank than demon lords.
Contents
1 List of demon rulers
2 Common traits
2.1 Rank
2.2 Bribery
3 Lairs
4 Strategy
List of demon rulers
Name
Rank
Alignment
Level
Lair
Notable Features
Asmodeus
Prince
Lawful
49
Asmodeus' Lair
Powerful cold attack; wands of fire and cold
Baalzebub
Prince
Lawful
41
Baalzebub's Lair
Stunning gaze
Demogorgon
Prince
Chaotic
50
none
Arcane monster spells; disease attacks
Dispater
Prince
Lawful
36
none
Arcane monster spells
Geryon
Prince
Lawful
33
none
Very slow
Juiblex
Lord
Chaotic
22
Juiblex's swamp
Engulfing disease attack
Orcus
Prince
Chaotic
30
Orcus-town
Arcane monster spells; wand of death
Yeenoghu
Lord
Chaotic
25
none
Confusion attack; magic resistance
Common traits
All demon lords and princes are covetous, and will warp to you when they detect you, and to the up stairs to flee and heal. They will pick up the Amulet of Yendor if they can, and attack any monster carrying it other than the high priest of Moloch and the Wizard of Yendor. Orcus additionally covets the Book of the Dead.
Like their lesser brethren, the unique demons have fire resistance, poison resistance, drain resistance, and resistance to death magic including rays from the wand or spell; they also nominally respect Elbereth, although it has no power in their native Gehennom.
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.
Elbereth no longer affects unique monsters.
Any level in Gehennom where a demon lord or prince is present is considered a non-teleport level for you and any monster that isn't a demon lord or prince.
Rank
A demon's rank has no effect on its combat prowess, but does affect some other aspects of the game:
Demon gating will summon a demon at most one rank over the original one, so major demons can't summon princes. Princes are more likely than lords to summon other unique demons. Demon gating by a polyself can't summon lords or princes.
Same-race sacrifice will summon a lord, or a major demon if both lords have been generated. It will never summon a prince.
Bribery
Lawful demon princes are generated peaceful. When one detects you, it will warp to you and demand some portion of your carried gold. If you pay it off, it will vanish from the game; if you refuse, or have no gold, it will turn hostile. You may shortchange it up to 39 gold with a chance of success. If the demon has the Amulet, the bribe will always be more than you have, so that the demon and Amulet aren't removed from the game.
If you are polymorphed into any & major demon, the prince won't ask for a bribe, but will remain on the map, peaceful, until you deal with it.
Wielding Excalibur causes lawful princes to be generated hostile, so they won't ask for a bribe. They will turn hostile if you wield Excalibur when they would demand a bribe, or if fooled by your displacement.
Chaotic demons are always generated hostile (except when summoned by a chaotic character's same-race sacrifice), and will attack on sight.
Lairs
Four of the demons have their own lairs in Gehennom. All four lairs are guaranteed to be generated, which means you're almost certain to see all four demons if your character gets that far. However, all four lairs can also leave bones, so it's possible for a demon not to appear in its own lair if it was previously dispatched or led away. As each of them are unique, they will also be absent if generated by other means (e.g. sacrifice or other demons).
Strategy
Although demon lords and princes are statistically some of the most powerful monsters by the numbers, many of them are not guaranteed encounters, and most players have had plenty of time to prepare for the rest by the point that they first encounter any. Asmodeus is nearly impotent against a fire- and cold-resistant character, for example, and Baalzebub's gaze won't penetrate a blindfold or towel. At the other end of the spectrum, Orcus' spells can cause trouble for even magic-resistant characters, and Demogorgon can kill almost anyone should he appear. Players who lack good AC or essential resistances may have more difficulty.
Those playing for a speed ascension will generally elect to bribe Asmodeus and Beelzebub, and with a unicorn horn or other cure for illness Juiblex can be disposed of easily (with a wand of digging expediting the process), leaving Orcus as the most difficult remaining ruler to face. Pacifists generally have trouble finding pets willing to attack such high-level creatures, especially since all demons are drain-resistant, and generally have to resort to bribery for similar reasons. A blessed figurine of an Archon is usually a go-to pacifist wish for this among many other reasons: they can reach level 28 with little effort, become immune to conflict at level 25, and can also be given a powerful kit and potions of gain level in order to deal with demon lords and princes, as well as other higher-level monsters like the Wizard of Yendor. |
# FIQHack
Contents
1 Version 4.3.0
1.1 Changes applicable to junethack 2016
1.2 Changes applicable to junethack 2017
1.3 Changes applicable to junethack 2018
2 4.3.1 (in development)
2.1 Changes applicable to junethack 2018
2.2 Changes applicable to junethack 2019
2.3 Changes applicable to junethack 2020
2.4 Changes applicable to junethack 2021
2.5 Changes applicable to junethack 2022
2.6 Changes applicable to junethack 2024
A NetHack variant based on NetHack4 that focuses on AI, balance, and interface improvements.
Source code is hosted here
Tips on how to play!
You can play it online at
US: https://www.hardfought.org/ (in-browser or ssh [email protected])
EU: https://eu.hardfought.org/ (in-browser or ssh [email protected])
AU: https://au.hardfought.org/ (in-browser or ssh [email protected])
Or download 4.3.0 at GitHub
Since NetHack4 is based off NetHack 3.4.3 (via NitroHack + AceHack), consider 3.4.3 as the "baseline" rather than 3.6.0.
Most of the changes and updates below have been added to the relevant individual pages in this wiki.
Version 4.3.0
Changes applicable to junethack 2016
Wands have been rebalanced
Floating eyes now have passive slow and a slowness gaze effect instead of the NH4 "feature" where you can't attack them
Energy regeneration greatly boosted for the early game. EoTA users, however, should expect generally slightly less energy. Energy is now based on wisdom and experience level only, with Wizards getting a boost, and people with energy regeneration (EoTA) getting a bigger one.
+1pw/turn for eregen
+0.33pw/turn for wizards
+0.03*wisdom pw/turn for wisdom if your wisdom is higher than 3
+0.03*level pw/turn
Changed past 4.3.0 (applicable to Junethack 2018) to 0.02*Wis instead of 0.03*Wis and 0.04*level instead of 0.03*level
Added 4 spells, all of which are level 7
spellbook of charging (equivalent to an uncursed scroll of charging), enchantment spell
spellbook of phase (21-60 turns of phasing, stacks), escape spell
spellbook of astral eyesight (11-30 turns of xray, stacks. Note that the xray range in FIQHack is 8, not 3), divination spell
spellbook of summon nasty (equivalent to vanilla monster spell, summons tame monsters if you target it at a hostile monster), clerical spell
Added spell maintenance
Some spells can now be "maintained", slowly draining Pw but applying a continuous effect. More info
Improvements to the monster AI
Monsters now cast player spells instead of monster spells, and can learn new spells from spellbooks
Monsters now use items significantly more intelligently
They now use almost every useful amulet, wand, scroll, potion and spell
They now wear rings
They use containers now, both bags in their inventory and looting containers from the floor (The Castle chest is special cased to prevent them from looting the castle wand and exhaust it a la Grunt)
Players can now be slowed and/or canceled
Slowness can be given from being in the view of a floating eye, being hit by the slow monster wand or spell.
Makes you half as fast as without it.
Can only be "cured" by waiting it out.
Being canceled is permanent until cured.
Cancellation prevents you from making any use of your Pw/energy.
Also prevents a majority of special attacks similar to monsters (only relevant for polyself).
Considered a major trouble.
Can also be cured by quaffing a noncursed potion of gain energy, reading a scroll of charging while confused or stepping onto a magic trap and getting the "You are caught in a magical explosion!" effect (which is far more common than usual if canceled).
Monster intrinsic/extrinsic system now works like players (in fact, players now use the new monster intrinsic system too). This means that monster has a lot of new intrinsics/extrinsics to play around with. This also means that illness, sliming, strangulation and petrification are gradual processes for monsters now. Eating corpses/jewelry confer new intrinsics (but only pets eat corpses at present).
The "curse items" harassment and unlucky throne effect now curses 3x as many items, and Magicbane only reduces its effect by 2/3 rather than making it not apply 95% of the time, to compensate for the removal of the "curse items" monster spell
Bones can be scarier -- the ghost now gets the same intrinsics as the late player, and each bones has a 33% of replacing the ghost with an alive player monster with the same inventory as the late player, the same spells and the same intrinsics/etc
Improved player monster ascension kit on Astral
Buffed #turn
The helpless duration scales with level, from 5 turns at XL1 down to 1 whole turn at level 24 to merely a single action at XL30
Mitre of Holiness now allows you to pray inside Gehennom while worn -- this includes normal praying as well as usage of #turn
You can wish for magic lamps
Changes applicable to junethack 2017
Poison instadeath has been replaced with permanent (not possible to restore with potion or unihorn) attribute damage
Nerfed conflict back to vanilla levels -- no longer works on ranged combat
Buffed martial arts -- glove enchantment now matters, and it no longer does only 1 damage 25% of the time
Zombies will now cure corpses in an area around them and cause zombification disease when attacking. Undead now grudge living and vice versa
When zombies cure corpses in an area, the revived monsters are either converted to zombies (if there is a corresponding zombie variant of said monster), or enslaved under the command of the reviver (the zombie), thus having the same grudges/attackings/etc. These are denoted with "enslaved" in messages (The enslaved kitten hits! etc)
Zombification disease is a delayed instadeath timer somewhat similar to illness that start at 100 and decreases by 10 each successive hit
It can be cured by the same means as regular illness or food poisoning (including being considered a major trouble for prayer)
As long as you have more than 40 turns (50 as of 2020) to live, the disease wears off naturally over time if there is no zombies nearby
When the timer decreases below 40 turns (50 as of 2020) (where it will never wear off by itself), the game makes this very clear, so don't worry about missing it
Minor zombification disease (41+ turns left, 51+ turns as of 2020) never kills
Added object properties.
Greatly improved searching
Lenses now provide automatic searching
The mines brightness is now consistent. Upper mines are always bright, lower mines are always dark.
The Oracle can now provide enlightenment, for a cost
Rings dropped in sinks to identify them can now be retrieved by destroying the sink and digging a pit on the square (they're buried)
Changed identification
They now all ID 1/2/3/4/all objects at random
Cursed scroll/unskilled spell now only identifies object type, appearance and artifacts
Uncursed scroll/basic spell also IDs enchantment, object properties, charge count, tin content and egg type
Skilled spell also IDs BUC
Blessed scroll/expert spell also identifies fooproof state (Blessed scroll also IDs BUC as per above)
Changed spell levels
Dig is level 2
Identify is level 2
Cancellation is level 5
Teleport away is level 5
Polymorph is level 7
Create familiar is level 2
Magic missile now does less damage at lower skills than Expert. However, they can now disrupt reflection at Skilled and semi-bypass MR (so MR only halves damage) at Expert. The Magic Mirror of Merlin's double damage will not apply to other Knights (including yourself), to compensate. Watch out for lategame magic missile users!
Tweaked starting inventory, mostly making the random optional stuff guaranteed. Tourist and Wizards get more significant changes (Tourists get all of their formerly optional tools, Wizards no longer get scrolls, potions, rings, and can only start with wands of striking, but start with 4 spells instead (force bolt, magic missile, 2 random)). Only tourists can start with markers, and they always get it
Quarterstaves enhance spellcasting like robes, and now allows spellcasting even if cursed welded to you
Magicbane is now a quarterstaff
Level gain changes
A new EXP formula was created, it's now generally much easier to gain new levels after level 10
Level draining melee is no longer MC-protected, and will now drain a full level
While level drained, you now gain significantly boosted EXP, and blessed full healing can now regains all lost levels, not just half of them (with the other half permanently lost)
Lowlevel casters (kobold shamans, orc shamans and gnomish wizards) no longer approach you in melee, since they have no melee capabilities whatsoever but instead try to find a line up to you and stay there. This makes them significantly more dangerous as a result and are no longer trivial pushovers
Make dragons much faster (same speed as horses: speed 9 -> 20)
Their breath has a chance (per breath) to semi-bypass reflection (as skilled ray-type wands). Disintegration will never bypass reflection
Also improve their AI significantly, making them move around much more tactically
Armor weight changes
Wearing armor now weight half as much
Armor weight was increased in general
The net effect is generally that armor weights slightly less if worn
Dragon armor now weight 300 instead of 40 (150 if worn)
For comparision, mithril coats weight 200 (100 if worn)
Cloak of magic resistance is now MC2. Cloak of displacement is MC3
Magic resistance is generally more useful, CoD was hardly ever used
Crystal plate mail now gives AC:0/Def:10
Dwarvish roundshields give AC:7/Def:3
Oilskin cloaks and white dragon scales/mail now protects against inventory water damage
Shimmering dragons exist, as do their scales, which grant displacement.
Wizard of Yendor will no longer steal your quest artifact
Sokoban monsters are never generated peaceful
Potions/scrolls/books/wands are no longer destroyed if you have the applicable extrinsic. Only having it extrinsically protects against it, not intrinsically.
You can throw items (any item except for ammo from an appropriate launcher) to intelligent non-paralyzed pets to force them to pick it up (by catching it).
Wands of create monster was decreased from 11-15 charges to 4-8. In addition, instead of summoning 1/2/3/4/5+d7 (with a 1/23 chance of summoning +d7 on lower levels too), it now summons 1/d2/d4/d8/d16 with no additional monsters.
Buffed Tsurugi of Muramasa -- now does double damage (instead of +1d8) and can be invoked to uncurse itself.
Added classic_status from DynaHack which gives the bottom status bar a look similar to NetHack 3
Sparkle is now a numeric option, allowing you to select how long it animates
Gave colored DSM and scales (not silver/gray) new benefits:
Red: Infravision (2017), Warning. and See invisible (2018) (in addition to the normal fire resistance)
White: Protects against water damage to your inventory items (2017), automatic searching with enchantment contributing to search bonus, as the ring (2018), gives swimming and magical breathing (2020) (in addition to the normal cold resistance)
Orange: Free action (in addition to the normal sleep resistance)
Black: Drain resistance (in addition to the normal disintegration resistance)
Blue: Speed, slow monster immunity (in addition to the normal shock resistance)
Green: Sickness resistance (in addition to the normal poison resistance)
Yellow: Stoning resistance (in addition to the normal acid resistance)
Shimmering: Stun resistance (2018) (in addition to the normal displacement)
Changes applicable to junethack 2018
Further buffs to DSM (see above)
New feature, "find", available through Ctrl+F. Allows you to search for objects you remember seeing. Example
Fixed a bug where maintaining the protection spell would give you more Def than supposed to
Wands of create monster now spawn 1/3 times as often as previously in monster inventories
Extrinsic fire resistance now prevents items from burning, waterproofness prevents rusting and acid res prevents corroding
Changed scroll writing for unknown scrolls and spells: Instead of being Luck dependant, you now have a XL/50 chance of success. Priests get a +20 bonus to effective XL when calculating their chance, so at XL30 they can always write unknown scrolls.
Autoswap: when you attempt to fire a projectile, an appropriate launcher in your alternate weapon slot will be automatically equipped to fire the projectile. This does not cost a turn. Similarly, if you are currently wielding a launcher, attempting to move into a hostile monster will automatically attack with a melee weapon in the alternate weapon slot, or with unarmed if no weapon is available there. (note: swapping between your primary weapon and alternate weapon already did not cost a turn, which is a feature inherited from Nethack4.)
The inventory sidebar show total weight and carrying capacity as well as slot count
Changed artigifting/artiwishing
Only gifted artifacts affects the rate of future artifact gifts
Only wished-for artifacts affect the rate of future artifact wishes
Artiwishing rate was nerfed to compensate (Old: 100%, 100%, 66%, 50%, 40%, ..., New: 100%, 50%, 33%, 25%, 20%, ...)
You can now alias spells
'quiver' (and 'fire' if nothing is quivered) will now prompt if you want to quiver a spell. This way you can use 'f' to fire spells
A new command, 'castalias' was added, allowing you to alias keys to spells by mapping keys to it (Options -> interface -> keymap) and invoking it. This allows you to alias more than a single spell to keys.
HP regeneration rate was changed
+1hp/turn for regen
+0.33hp/turn for healers
+0.03*level hp/turn
+0.03*(constitution - 5) hp/turn
min cap is +0.01 hp/turn
Hunger from ring of regeneration only applies when you aren't at maximum HP.
You can now get into the Quest at XL10 instead of XL14.
Buffed crowning slightly.
It now gives intrinsic acid resistance
In addition to this, it also gives you permanent knowledge of your role's "special spell".
Since this would make the crowning gift a monk gets redundant, they now get a magic marker.
New object, potion of wonder
Generation: 10/1000 of all potions. Some of the 42/1000 potions was changed to 40/1000 to compensate (confusion, gain ability, booze, sickness, fruit juice)
New item properties, nasty (+3d6 damage but does +1d6 to the user on each hit or miss) and carrying (+10% carrycap, stacks with other items of carrying)
Objects now merge regardless of object knowledge, combining the knowledge. Previously, this was only the case for BUC knowledge
Archeologists gets a bonus to base searching rate (+10)
You can now ID/appraise enchantment of weapons based on your proficiency with it
Unskilled users can't appraise weapons at all (similar to vanilla)
Basic will learn enchantment with a 1% chance per hit
Skilled will learn enchantment with a 10% chance per hit
Expert users can see enchantment immediately without using the weapon (If you reached Expert while wielding it, a hit will reveal it)
Life saving will not apply if the player is nonliving.
Remove the prevention of fire and frost on weapons stacking
Change spellbook mechanics to reduce tedium
You now learn a spell for 60k instead of 20k turns
Reading the book successfully and (re)learning something from it will destroy the book
Roles no longer start knowing their starting spells but has to read them. This only really matter for Wizards -- everyone else can read their book(s) on turn 1 due to always being blessed. Wizards get force bolt and magic missile preblessed, the others can be uncursed or blessed
As a result, this means that you can only cast "confuse self" from T:60001 and onwards assuming you got the spell at T:1. This was anticipated, but not considered a problem.
Since spellbooks now lack charges, this means you can polypile books indefinitely and relearn/learn spells from them. However, the book will disappear when you successfully (re)learn a spell, as usual.
Monsters now have proper Pw/energy, meaning they can potentially cast several spells in quick succession and no longer uses a cooldown system. This makes spellcasters, particularly latergame ones, more dangerous
Perseus is now guaranteed to drop a shield of reflection and levitation boots
Buffed some artifacts
Cleaver now hits in an arc, hitting monsters at left and right of your main target.
Vanilla's Cleaver was inspired by this change, but in vanilla, this can hurt non-hostile monsters. In FIQHack, Cleaver will not hit non-hostile monsters unless you explicitly attack them directly.
Trollsbane now give hungerless regeneration
Dragonbane is now a lance, gives reflection, and has halved weight (180wt -> 90wt)
Sunsword blocks blindness, like Eyes of the Overworld
Demonbane is now a silver saber and will prevent demon gating
These artifacts now do +1d20 instead of x2 vs their bane: Dragonbane, Demonbane, Werebane, Giantslayer, Ogresmasher, Trollsbane, Sunsword
Dragonbane is now the 1st sacrifice gift for Knights
Blessed scrolls of teleportation will now, instead of prompting for if you want to teleport, allow you to perform a controlled teleporation whether you have teleport control or not.
Added monster lookup. Either specify a monster with '/', or use ':' instead of '.' when farlooking with ';' for info.
New racial choices
Dwarven knights
Elven monks
Orcish priests
Gnomish tourists
You can displace peacefuls. Monsters can, too; tame, hostile or other peacefuls.
Altars are colored based on alignment. Lawful is white, neutral gray, chaotic black (or blue in !use_darkgray). Unaligned altars are red, "aligned altars" (Astral) are yellow.
Being slow will now block all forms of intrinsic and extrinsic speed while going on.
Item destruction is rarer: 50% if cursed, 25% if uncursed, 6.25% is blessed. Wands lose charges instead of being destroyed, unless it's emptied, or was already empty/cancelled.
Lamps, candles, whatever, now has their light radius depend on BUC.
The Wizard of Yendor can only use Double Trouble once per respawn
Nerfed disintegration. It will now disenchant gear until it no longer provides AC, then disintegrate it
Slow monster can be resisted 66% with free action, and 100% with blue dragon scale (mail). Quaffing blessed potions of speed will also make it go away.
The Amulet now gives slotless aggravate monster.
The spellbook of haste self is now the spellbook of speed monster. It works basically the same except that it can now be used on others.
Added "true" female monster names: gnome ladies, Elvenqueens, etc.
Pressing > or < when not at a stair will prompt for travelling to the corresponding map symbol without the need to invoke _ first.
Make it possible to, if your outermost armor is greased or is an oilskin cloak (or has the oilskin property), squeeze through tight diagonal spaces with twice as much inventory as normal.
Add autounlock to automatically unlock doors upon walking onto them
Improve polearm usage
Applying a polearm will preselect an appropriate position
Using 'f'ire while wielding a polearm with an empty quiver will, if possible, use the polearm.
As with launchers, using 'f' with polearms this way works with autoswap
Gremlins are able to steal intrinsics both at day and night
Give remembered item amount in a container. Similar to 3.6.0, but will not change if container content changes outside your watch.
You can now see when you last prayed / angered your god / etc, using Ctrl+x a
Candle radius now increases quadratically rather than with log7 (1 candle gives radius 2, 4 gives 3, 9 gives 4, 16 gives 5...)
The guaranteed marker for Tourists is now 0:0.
Shop content is now automatically IDed for Tourists
Spellbook level now depends on weight: 30 for blank paper, 35 for level 1 books, 40 for level 2, 45 for level 3... in steps of 5.
Magic whistles will not recall pets on noteleport levels unless it's blessed
Fire/frost horns deal (XL)d6 damage. Prevents rare unfair deaths to someone finding one early
Resistances to fire/cold/shock/sleep/poison/acid can now be partial
Immunities are granted by extrinsics as well as trinsics you have from the getgo -- not ones you get over the course of the game (leveling up, corpses, crowning, potions of wonder or similar)
Otherwise, the resistance is partial. A partial resistance will generally halve the damage, with the exception of...
Fire immunity will shield you from lava.
Poison deals half damage when it does damage, and reduces attributes (including permanently) only a third of the time. Attribute loss is also reduced to a third.
Sleep resistance will only make you sleep for a third of the time, and taking any damage will wake you up.
Amulets of restful sleep now confer sleep resistance (but not sleep immunity).
Rings of resistance has been renamed to rings of immunity to reflect this change. For example, the ring of fire resistance is now the ring of fire immunity.
Message history includes turncount
Add msgfading option and change msgcolor
msgfading can be specified as fade (default, darkens colors), blank (blanks the message line completely) or don't change (don't change old messages in any way).
msgcolor can now be either full (default), gray (like previous disabled) and white (makes active messages white and old ones gray)
For those who want to mimic NAO unix tty windowport: set msgfading to blank, msgcolor to gray.
Quest nemeses no longer respect Elbereth (or scare monster).
4.3.1 (in development)
Changes applicable to junethack 2018
(Pick)axes of mercy will now heal you if whacked at yourself
Fire/cold/shock/sleep/poison attacks are no longer protected by MC
Strength works differently: it now works like an ordinary attribute rather than being special past 18. Elves keep their 18 strength cap, gnomes reach 19, orcs 20, humans and dwarves 21.
Oilskin sacks no longer generate (because the oilskin object property exists). Saddles are now twice as common.
Artifact lances (Dragonbane) now comes with a free saddle and riding unrestriction included, entirely free of charge.
The "autounlock" option now works on chests, prompting for unlocking them directly from #loot if locked.
Monsters are now able to jump.
Added special watchmode support for dgamelaunch's benefit (might also help potential future NH4-mode FIQHack servers)
When you receive alignment penalties, your alignment is first set to zero, then you receive the penalty
When considering what equipment to wear, pets will prefer items thrown at it over anything else, the more recently thrown the better.
You can now kill your quest leader to open the portal to the downstairs
Fort Ludios will now appear on the first level below dlvl10 with a vault
Level teleporters no longer disappear on use
Catacombs traps was changed to regular teleporters due to this
Alchemy smocks (aprons) are now MC3 instead of MC1.
Boomerangs now work like Mjollnir when thrown
Changed throwing return success: instead of failing 1% of the time, artifacts now never fail (unless you're impaired), and boomerangs fail 1/Dex of the time (and have a further 1/Dex chance of hitting you in the return)
Death fields from skilled+ wand of death now halve HP and deal 6d6 (in that order), rather than kill you outright, if you lack magic resistance
Slight damage reduction nerf: now takes the AC rolled between -1 and effective AC when deciding to-hit as "effective AC" when determining damage reduction
Using a blessed stethoscope is a free action
Minor changes to Plane of Water: all bubbles are now visible at all times, but you can no longer levitate between them
Energy regen tweaked slightly: 0.02*Wis instead of 0.03*Wis and 0.04*XL instead of 0.03*XL.
Spellbook of protection nerfed:
Now only works if not wearing body armor
Snickersnee now grants free action
Player monsters outside Astral has a slightly better inventory (and an astral-like inventory if generated in Gehennom), and now are skipped in random generation with a 90% frequency instead of a 99% one (making them basically not generate ever).
They will now also likely get object properties (also in Astral generation)
Fix an oversight in the nerf of generation of wands of create monster
Now generate 25% of the time for offensive items vs 100% after lack of earlier nerf
Now generate 25% of old rate for defensive items vs 11% after the earlier nerf
Nurses will now only spawn with healing spells
Made spell quivering less annoying. It is now done via 'Z' or '+' menus
The game will now remember what you targeted last polearm-wise
Losing attribute points from abuse is now "permanent" (can't be restored with restore ability anymore). Of course, you can still recover it with future exercise, or gain ability, like usual
Unihorns were changed
No longer messes with attributes at all (reducing if cursed or restoring if blessed)
Blessed unihorns will always restore all troubles but has a 10% of unblessing
Uncursed unihorns will pick one trouble at random out of Ill/FoodPois/Zombie/Vomiting, Stun, Hallu, Blind, Conf, and try to cure it, meaning that, for example, trying to cure Ill with an uncursed unihorn will work 20% of the time
Spell failure rate has been changed to increasing the spell cost proportional to the failure rate. This was previously used for spell maintenance Pw drain, but is now used for casting in general as well
To clarify: spell cost is (base cost) * 100 / success%. So force bolt costs 5pw at 0% fail, 10pw at 50% fail, 20pw at 75% fail, 500pw at 99% fail, 1000pw at 100% fail (treated as 99.5%)
The Amulet now always double Pw costs, rather than draining a random amount between 2-3x
Removed hungerless casting. Wizards are already strong as-is
Spellcasting no longer exercises wisdom
Added rings of carrying
Revised the HP/Pw growth system
This significantly buffs Rider HP
Implement covetous-warping for players, if in a form that allows it
Players may now #monster to warp if polymorphed into a covetous monster
Warping doesn't work in the endgame
Warping has a 500-turn cooldown
Warping is a free action
Monsters are bound by the same restrictions as players
Ogresmasher now gives 25 Constitution when wielded
If you're polymorphed into a nymph, you have an infinite carrying capacity
Ported 2 Elbereth nerfs from 3.6.x
Elbereth no longer works just because there's an object there
Attacking things while standing on Elbereth will cause the Elbereth to vanish
Conflict now disables Elbereth
Gods will never give nameable artifacts (Sting, Orcrist)
Gave several lategame monsters see invisible
Pit fiends are now significantly buffed, and are casters
Demon lords now demand 50d500 zorkmids instead of the demand being based off your current gold
Swimmers gain double speed (independent of the "(very) fast" trinsic) on the Plane of Water
Water elementals now engulf you and can drown you. This uses a suffocation timer of (2Con+1)/3 turns, so with 18 Con, it takes 12 turns until you drown.
Wands of teleportation can no longer teleport objects, engravings or monsters on noteleport levels at all
Master wands do however gain a new feature -- you can choose where to teleport monsters
Rework altar sacrificing
New field, piety
Piety is a scale on how much your god likes you.
Positive means the god likes you, negative means the god is angry at you
A sacrifice gift is given at 10000 * 2 ^ gifts given
After getting a gift, piety is reset to 2000
You are always crowned when praying if eligible on praying
New requirement: 15000 piety
Being crowned resets piety to 5000
Sacrifice values:
Gold: Amount/4
Permafood: Nutrition / (Probability / 15 + 1)
C/K-rations and huge chunks of meat count as probability 100
Tins and eggs can't be sacrificed
Corpse value is (difficulty + 1) * 100
Unicorn is counted as 5 difficulty points higher, assuming a good sacrifice (e.g. no conversion or angering of altar god)
Any prayer with zero timeout, happy god and positive alignment will increase luck by 1 if possible
The chance of altar conversion is (Value/20)% (From 2020: (Value/12)%, but failure always gives a minion, and no longer reduces luck upon failure)
These mechanics generally work like they used to: offering with nonzero timeout, negative alignment record, Amulet
Rework create monster
Everything summons a single pet unless otherwise noted
You are allowed to select the location of the summon
No starting inventory or corpse drop
No experience for killing summons
No alignment penalty (or bonus) for killing summons
Summons are allowed to pickup and use items, but may not be lifesaved, and unused items drop upon unsommon
If a summoned monster creates another summoned monster, the result will not outlive the original summoned monster
Blessed bag of tricks: 100 turns centered on you
Uncursed bag of tricks: 50 turns centered on you
Cursed bag of tricks: 500 turns centered on you, hostile, hasted
Scroll of create monster -> scroll of summoning
Blessed: 20 turns
Uncursed: 10 turns
Cursed: 100 turns centered on you, hostile, hasted
Confused: creates an item with BUC depending on scroll
Spell of create monster -> spell of summoning
Unskilled: 5 turns
Basic: 10 turns
Skilled: 15 turns
Expert: 20 turns
Wand of create monster -> wand of summoning
Unskilled: 5 turns
Basic: 10 turns
Skilled: 15 turns
Expert: 20 turns
Master: 25 turns
Summon nasties works like it used to but summons last for 20 turns
Added magic chests. They are objects, but generally behave like dungeon features -- they can't be picked up, teleported, polymorphed, or similar. They can, however, be wished for, which creates one on your location. There are chests in Minetown, Sokoban, Castle and Orcus, and (as of 2021) the quest home.
Added rooms to Gehennom, including some new special rooms (From xNetHack)
As part of this change, Fake Wizard's Towers has been removed. They can spawn as ordinary special rooms, however, but will never have a portal. Instead, you enter the Wizard's Tower from the bottom floor.
Water is nicer to monsters: they can now crawl out of it, and teleport out if they have teleportitis
Ported 3.6.x Sokoban completion mechanics -- now tells in #overview (^O) if you've solved it or not, and Sokoban special cases stop applying once you solve a puzzle.
Make teleport prompts preselect the travel destination if one exist
Added message_hints option, which explains various more vague messages printed by the game.
Similar to moving into water/lava without necessary protection, prevented you from moving into potentially dangerous traps without using the 'm' (moveonly) prefix
Travel will no longer stop for engravings or items on already explored squares
You can now use `.` instead of `,` in prompts asking for inventory or floor objects/dungeon feature, to allow SLASH'EM players to retain their muscle memory
Changes applicable to junethack 2019
Monsters are able to save themselves from drowning similar to players
Monsters now notices when others (including you) wield cursed weapons
Monsters no longer try to swap weapons when they know that their current one is cursed
Knights get a warning before they are about to violate their honor code
Always mark Sokoban levels as Solved or Unsolved like vanilla 3.6.x does (it used to do it only if the level was otherwise interesting)
Minor balancing for HP/Pw growth. See article above for how it works in current versions
Changes applicable to junethack 2020
Monsters get wands of magic missile significantly more rarely
Skilled+ wand users no longer get caught in their own wand explosions
Double Trouble now has a delay before it takes effect
Entering water now sets a drowning timer instead of how it used to work
Zombies now take 5 hits/50 turns (instead of 6 hits/60 turns), or a combination of the 2, before a zombification disease turns terminal
Bones player monsters will now meditate, requiring you to approach them in melee range before they start pursuing you
Converting altars is significantly easier, but you always get hostile minions upon failure, but no luck reduction
You always ID create monster wands on use, since they ask you where to place the monster
Pets no longer allow players to be effectively immune to melee attacks
Buffed some quest artifacts
The Longbow of Diana gets +1 multishot, always safely returns arrows, prevents arrows from mulching
The Heart of Ahriman is now a ruby (it still confers luck), confers slotless displacement and flying, makes you completely immune to item cursing and can be invoked for persistent monster detection
Magic Mirror of Merlin confers total reflection (like in vanilla, dragons and skilled+ wands can't bypass it)
Master Key of Thievery makes you completely immune to traps, and its invocation effect was changed to branchporting.
Mitre of Holiness now confers magic resistance, warns against undead and restores all Pw, not just half of it. The upper cap was also changed from +120 to +400. It was already buffed earlier allowing you to pray safely in Gehennom.
Two-handed weapons now get a x1.6 multiplier to enchantment damage. This stacks with double damage from the Tsurugi of Muramasa
Monsters may now take minor detours to pickup items when pursuing an otherwise unrelated path.
Trap doors or holes can cause you to fall between branches beyond just the Castle-VotD special case
Sokoban 1a/1b now have holes that makes you fall out of Sokoban. Upper levels may also (rarely) do this, as per usual with holes
Pets now deliberately seek out hostile monsters to pursue. Whistling a tin whistle will temporarily disable this behaviour
Swimming will never cause water turbulence (instead of simply being rarer -- vanilla being 1/12 instead of 1/3)
On top of existing floor naming support (which worked similar to eating, etc, where you could type-name objects and then press ,), added support for the 3.6-style floor naming where you can name items on the floor
Changes applicable to junethack 2021
Implement a new item, the Scroll of recall with a base price of 200zm, ink cost of 10 and appearing as 3% of all scrolls (Scrolls of light went from appearing 9% of the time to 6%).
Warps monsters to other monsters, possibly to an entirely different level.
Cursed: Draws hostile monsters to the reader
Uncursed: Draws pets to the reader (like an uncursed magic whistle)
Blessed: Draws pets to the reader, including pets on other levels.
Confused: Take the first match from above (first hostile for cursed, first pet for uncursed, first pet on a different level for blessed -- or like uncursed if there is none) and draws the reader to them -- basically reversing the function.
Gremlins stealing your (or other monster's) intrinsics will now acquire the intrinsic they stole for themselves
You no longer start with spellbooks, but instead have your starting spells pre-learned. An earlier change had previously made spellbooks one-use but with a 60k turn memory, and removed the starting spells from the spell learnset to not double up on the memory duration.
The game now keeps track of the amount of wishes you performed since your last prayer/similar, since they affect the prayer timeout. Just like with other last prayer information, it can be seen in the Ctrl+x window when pressing a.
Artifact blasting now works like vanilla again (and no longer blast you if you lack a resistance to the damage type it performs)
Be less stingy with HP growth, generally giving much more HP earlygame
The helm of opposite alignment effect is now gradual, slowly changing your alignment instead of an instant effect. This is done by gradually decreasing your alignment record, and once it reaches -100, process the effect as usual. The effects are now made to be the same as a normal conversion, so aside from losing divine protection, it now reduces your luck by 3 and increases prayer timeout by 300.
Zoo gold is now spread out more evenly, biased towards the edges and especially corners
Quest home now has a magic chest
Improvements to monster action interruption:
Confusion no longer prevents monsters coming into view interrupting you
You are now interrupted when you sense a monster you didn't previously sense within LOS and 8 tiles, or if a monster outside LOS, or a monster outside 8 tiles, comes within those limits. As previously, a monster getting next to you will also interrupt you.
Changes applicable to junethack 2022
Zombification now prevents HP regeneration
The oilskin property now also grants the waterproof property when worn
Added some new container object properties:
Greed: Makes gold inside weightless, but causes 50% of attempts to take things out of it to fail
Discovery: Automatically reveals base type of stashed items
Refrigerating: Prevents stashed corpses from rotting
Buffed piety gain from sacrificing
Gold value was doubled to gold/2 instead of gold/4
Permafood always give their nutrition amount with the following exceptions:
Food rations give 100
Huge chunks of meat give 666
K-rations give 133
C-rations give 100
Corpse piety value was multiplied by x1.5 to 150*difficulty
Objects no longer show "male/female" denominators outside wizard mode.
Incorporate xNetHack's spellcast success formula for the most part.
Compute a percentage as follows:
Start with your role's base spellcasting ability (see below table).
+5% per experience level.
Compute your effective Intelligence:
Your Intelligence score.
If you are wearing a robe or wielding a quarterstaff, +5.
If higher than 20, set to the maximum of 20 and your Intelligence attribute.
+5% per point of your effective Intelligence.
−25% per spell level.
−50% for metallic body armor.
−30% for wearing a bulky (oc_large) shield, or −15% for non-bulky. Bulky shields are large, Uruk-hai, and dwarvish roundshield.
−15% for wearing a metallic shield, independent of the above penalty.
−20% for a metallic helm.
−35% for metallic gloves.
−10% for metallic boots.
Armor penalties don't apply for the helm of brilliance or items that confer the brilliance property. That is, they override the metal penalty and *all* shield penalties.
If Expert in the spell and above 100%, set to 100%. If Skilled and above 80%, set to 80%. If Basic and above 60%, set to 60%. If Unskilled and above 40%, set to 40%.
If below 0%, set to 0%.
Pw cost of the spell = (spell level × 5) / percentage. (If percentage is 0, the Pw cost is calculated as if it had a success rate of 0.5%)
Arc
Bar
Cav
Hea
Kni
Mon
Pri
Ran
Rog
Sam
Tou
Val
Wiz
30%
0%
5%
40%
15%
35%
40%
10%
15%
10%
20%
25%
50%
Changes applicable to junethack 2024
Disabling message hints now suppress object identification messages
"[N turns]" can now be disabled by toggling the "delay_msg" gameplay option
Wizard's Tower has magenta walls and floor
Non-wizards that read spellbooks now get a difficulty warning
Covetous-warping changed
Instead of being an unrestricted teleport, it now functions more similar to vanilla. It causes the warper to warp (bypassing noteleport) to an object of their choice that they covet. This has a 1-turn cooldown, to avoid abusing the random outcome from warps that end up near, rather than precisely at, the object, by repeatedly warping until you are happy with the outcome. Covetous-warping is a free action
Downgraded soldiers from being skilled wand users, to only having basic wand skill
Swapped wand skill levels of Barbarians and Cavemen
Barbarians went from restricted to capping out at Basic. They still start Unskilled
Cavemen are now restricted
Overhauled Conflict
It no longer changes how the AI behaves in any way. Instead, at the end of the turn, a "conflict area" of radius 8 is created around every monster (or player) causing conflict, excluding the center spot (but they can be affected in case of mutual conflict).
Every monster within the affected area, unless they resist (ring-class willpower check similar to vanilla NetHack), will be forced to attack a random nearby monster in melee
This is a free action for them, so the attack doesn't consume any movement points
This doesn't anger peacefuls in case a player is hitting one while conflicted. It also doesn't break pacifist if the player inadvertly kills a monster under conflict. However, neither does it grant alignment record points, experience, death drops (beyond a corpse + inventory, as usual), etc.
Likewise, monsters killing each other doesn't give them experience for the kill |
# User talk:TK
Welcome!
Welcome!
Hi, TK! 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) 00:16, 14 November 2017 (UTC) |
# Gauntlets of fumbling
[ [ [ [ gauntlets of fumbling
Appearance
random
Slot
gloves
AC
1
Special
fumbling
Base price
50 zm
Weight
10
Material
leather
Gauntlets of fumbling are gloves that cause fumbling when worn and are usually generated cursed. Wearing cursed gauntlets of fumbling is a minor trouble.[1] They give a −3 to-hit with bows.[2]
References
↑ pray.c in NetHack 3.4.3, line 178
↑ dothrow.c in NetHack 3.4.3, line 1219
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. |
# Options
Contents
1 Configuration file
2 In-game
3 Command line
4 Options
4.1 AUTOCOMPLETE
4.2 acoustics
4.3 align
4.4 autodescribe
4.5 autodig
4.6 autoopen
4.7 autopickup
4.8 AUTOPICKUP_EXCEPTION
4.9 autoquiver
4.10 BIND
4.11 blind
4.12 bones
4.13 boulder
4.14 catname
4.15 character
4.16 checkpoint
4.17 checkspace
4.18 CHOOSE
4.19 clicklook
4.20 cmdassist
4.21 confirm
4.22 dark_room
4.23 disclose
4.24 dogname
4.25 extmenu
4.26 female
4.27 fixinv
4.28 force_invmenu
4.29 fruit
4.30 gender
4.31 goldX
4.32 help
4.33 herecmd_menu
4.34 hilite_pet
4.35 hilite_pile
4.36 hilite_status
4.37 hitpointbar
4.38 horsename
4.39 ignintr
4.40 implicit_uncursed
4.41 legacy
4.42 lit_corridor
4.43 lootabc
4.44 mail
4.45 male
4.46 mention_walls
4.47 menucolors
4.48 menustyle
4.49 menu_deselect_all
4.50 menu_deselect_page
4.51 menu_first_page
4.52 menu_headings
4.53 menu_invert_all
4.54 menu_invert_page
4.55 menu_last_page
4.56 menu_next_page
4.57 menu_objsyms
4.58 menu_overlay
4.59 menu_previous_page
4.60 menu_search
4.61 menu_select_all
4.62 menu_select_page
4.63 menu_tab_sep
4.64 msghistory
4.65 msg_window
4.66 MSGTYPE
4.67 name
4.68 news
4.69 nudist
4.70 null
4.71 number_pad
4.72 packorder
4.73 paranoid_confirmation
4.74 perm_invent
4.75 pettype
4.76 pickup_burden
4.77 pickup_thrown
4.78 pickup_types
4.79 pile_limit
4.80 playmode
4.81 pushweapon
4.82 race
4.83 rest_on_space
4.84 role
4.85 roguesymset
4.86 rlecomp
4.87 runmode
4.88 safe_pet
4.89 sanity_check
4.90 scores
4.91 showexp
4.92 showrace
4.93 showscore
4.94 silent
4.95 sortloot
4.96 sortpack
4.97 SOUND
4.98 sparkle
4.99 standout
4.100 status_updates
4.101 statushilites
4.102 statuslines
4.103 suppress_alert
4.104 symset
4.105 time
4.106 timed_delay
4.107 tombstone
4.108 toptenwin
4.109 travel
4.110 verbose
4.111 vt_tiledata
4.112 whatis_coord
4.113 whatis_filter
4.114 whatis_menu
4.115 whatis_moveskip
4.116 windowtype
4.117 wizkit
4.118 zerocomp
5 Window Port Customization Options
5.1 align_message
5.2 align_status
5.3 ascii_map
5.4 color
5.5 eight_bit_tty
5.6 font_map
5.7 font_menu
5.8 font_message
5.9 font_status
5.10 font_text
5.11 font_size_map
5.12 font_size_menu
5.13 font_size_message
5.14 font_size_status
5.15 font_size_text
5.16 fullscreen
5.17 large_font
5.18 map_mode
5.19 mouse_support
5.20 player_selection
5.21 popup_dialog
5.22 preload_tiles
5.23 scroll_amount
5.24 scroll_margin
5.25 selectsaved
5.26 softkeyboard
5.27 splash_screen
5.28 tile_width
5.29 tile_height
5.30 tile_file
5.31 tiled_map
5.32 use_darkgray
5.33 use_inverse
5.34 vary_msgcount
5.35 windowcolors
5.36 wraptext
6 Platform-specific Customization options
6.1 altkeyhandler
6.2 altmeta
6.3 BIOS
6.4 DECgraphics
6.5 flush
6.6 IBMgraphics
6.7 MacGraphics
6.8 page_wait
6.9 rawio
6.10 soundcard
6.11 subkeyvalue
6.12 video
6.13 videocolors
6.14 videoshades
7 References
The game options affect the look and feel of the game.
They can be changed:
permanently in the configuration file at one of the following locations:
Windows (as of Nethack 3.6.2): .nethackrc located in %USERPROFILE%\NetHack\)
DOS and Windows (before 3.6.2): defaults.nh in the same directory as nethack.exe or nethackW.exe)
Unix (unix-based or unix-like systems, including macOS and Linux): ~/.nethackrc
pre-OSX-Mac and BeOS: NetHack Defaults
Amiga, Atari, OS/2 and VMS: NetHack.cnf
temporarily by using the in-game options screen, accessible by pressing shift + o in the game
each time the game is run, on the command line.
when the game is compiled.
There are two types of options, boolean and compound options. Boolean options toggle a setting on or off, while compound options take more diverse values.
Configuration file
Options are usually prefixed by 'OPTIONS=' on each line.
Name a boolean option in the configuration file to turn it on, and prefix it with 'no' or '!' to turn it off. Options can be combined into one line for brevity:
OPTIONS=boulder:0, color, autodig, !cmdassist, norest_on_space
For compound options, the option name and value are separated by a colon:
OPTIONS=catname:Mirri
The above two lines set boulder to 0, enable color and autodig, disable cmdassist and rest_on_space, and set your cat's name to Mirri.
Any line beginning with a '#' is a comment; i.e. the line is ignored.
Persistent options: Some options are marked persistent, and are saved and reloaded along with the game. Changing a persistent option in the configuration file applies only to new games.
If a configuration file does not exist, create a new one that's appropriate for your system with a text file editor. (For Mac macOS Terminal, use ~/.nethackrc instead of NetHack Defaults)
In-game
The in-game configuration menu is brought up by pressing shift + o. It is similar to an item selection menu, where you use alphabetic letters to select which options to change. Boolean options are toggled on or off, while you are prompted to enter new values for compound options.
Some options cannot be changed in-game.
Command line
You can also set options from the command line by setting the NETHACKOPTIONS environment variable. If the value starts with '\' or '/' or '@', it is considered to be a config file name. For example:
NETHACKOPTIONS=boulder:0, color, autodig
or
NETHACKOPTIONS=@/home/username/.nethackrc
Options
AUTOCOMPLETE
Enable or disable autocompletion when entering particular extended commands. Listing them in a comma-separated list enables, prefixing with ! disables. Example:
AUTOCOMPLETE=zap,!annotate
acoustics
Enable messages about what your character hears. Boolean option, defaults to TRUE.
align
Your starting alignment. Compound option, with possible values of lawful, neutral, chaotic, or random. The first letter may be given alone. Prefix with ! to exclude that alignment from being picked randomly. Cannot be set in-game. Example that excludes chaotic:
OPTIONS=align:!c
autodescribe
Automatically describe the terrain under cursor when asked to get a location on the map. The whatis_coord option controls whether the description includes map coordinates. It can be toggled by typing # while targeting.
autodig
Automatically dig, if you're wielding a digging tool and moving into a place that can be dug. Boolean option, defaults to FALSE. Can be set in-game. Persistent.
autoopen
Walking into a door attempts to open it. Boolean option, defaults to TRUE. Persistent.
autopickup
Main article: Autopickup
Automatically pick up things onto which you move. See also pickup_types, pickup_burden, pickup_thrown, and Autopickup_exceptions. Boolean option, defaults to TRUE. Can be set in-game.
AUTOPICKUP_EXCEPTION
Main article: Autopickup_exception
Autopickup exceptions allow you to specify particular expression matches for more nuanced autopickup usage. See the main article for usage information.
autoquiver
Automatically quiver some suitable weapon if your quiver empties when firing. Boolean option, defaults to FALSE. Can be set in-game. Persistent.
BIND
Change the key bindings of special keys, menu accelerators, or extended commands. You can specify multiple bindings for a single command. The format is a comma-separated list, with colon-separated keybinding and command. A binding overrides an existing key usage. Example:
BIND=!:loot,^v:untrap,M-x:terrain
See Binding keys for a more detailed description and a list of bindable special commands.
blind
Start the character permanently blind. Boolean option, defaults to FALSE. Persistent.
bones
Allow saving and loading bones files. Boolean option, defaults to TRUE. Persistent.
boulder
Set the symbol used to display boulders. For example boulder:0
Compound option with default value of `. Can be set in-game.
Can also be defined using ASCII value, and without the OPTIONS prefix simply as
BOULDER=48
For example, BOULDER=64 would be equal to OPTIONS=boulder:@.
See also Custom map symbols#BOULDER
This option has been superseded by the SYMBOLS= format described in the symset option, though this method still functions.
catname
Set the name of your starting cat. Compound option, and it cannot be set within game. See also dogname and horsename. Example:
OPTIONS=catname:Whiskers
character
Synonym for role.
checkpoint
Save game state after each level change, for possible recovery after program crash. Boolean option, defaults to TRUE. Can be set in-game.
checkspace
Check free disk space before writing files to disk. You may have to turn this off if you have more than 2 GB free space on the partition used for your save and level files. A boolean option, defaults to on. Only applies when MFLOPPY was defined during compilation.
CHOOSE
Choose at random one of the comma-separated parameters as an active section name. Lines in other sections are ignored. This allows for a fine-tuned options set for particular roles. Example:
CHOOSE=char A,char B
[char A]
OPTIONS=role:arc,race:dwa,align:law,gender:fem
[char B]
OPTIONS=role:wiz,race:elf,align:cha,gender:mal
clicklook
Allows looking at things on the screen by navigating the mouse over them and clicking the right mouse button. Boolean option, defaults to FALSE.
cmdassist
NetHack provides some additional command assistance when it detects some anticipated mistakes. Boolean option, defaults to TRUE. Can be set in-game.
confirm
Have user confirm attacks on peaceful creatures. Boolean option, defaults to TRUE. Can be set in-game. Persistent.
dark_room
Draw unseen (line-of-sight blocked) areas of lit rooms as if they were unlit. Boolean value, defaults to FALSE. Persistent.
disclose
Controls the prompts at the end of the game. Possible values are
i - disclose your inventory
a - disclose your attributes
v - summarize monsters you've killed
g - list genocided monsters
c - display conduct
o - display dungeon overview
Each of those values can be preceded with a value that tells how it behaves. The possible values are
y - prompt, defaults to yes
n - prompt, defaults to no
+ - disclose without prompting
- - don't disclose, don't prompt
The listing of killed monsters can be sorted, so there are two additional choices for v:
? - prompt you and default to ask on the prompt;
# - disclose it without prompting, ask for sort order.
For example
OPTIONS=disclose:yi na +v -g -c -o
Persistent.
dogname
Set the name of your starting dog. Compound option, and it cannot be set within game. See also catname and horsename. Example:
OPTIONS=dogname:Cujo
extmenu
Does extended commands interface pop up a menu? Boolean option, defaults to FALSE. Only implemented for the TTY windowport.
female
An obsolete synonym for gender:female. Cannot be set in-game.
A user has suggested improving this page or section as follows:
"Since it is "obsolete" can we delete this section? It is handled by the gender option."
fixinv
An object's inventory letter sticks to it when it's dropped, so when you pick it up again, it will have the same inventory letter, unless there is already another item in your inventory using that letter. Boolean option, defaults to TRUE. Can be set in-game. Persistent.
force_invmenu
Commands asking for an inventory item will show a menu instead of a text query with possible menu letters. Boolean option, default is FALSE.
fruit
Set the name of the user-definable fruit. Compound option, takes a string, with a default value of slime mold. Can be set in-game.
gender
Sets the gender of your character. A compound option, with possible values of male, female, or random. Default value is to pick an appropriate gender randomly. Cannot be set in-game.
goldX
When filtering objects based on blessed/cursed state (BUCX), this options specifices whether to include gold as X (unknown state) when on, and U (uncursed) when off. Default is off.
help
If more information is available for an object looked at with the what is / command, ask if you want to see it. Boolean option, defaults to TRUE. Can be set in-game. Persistent.
herecmd_menu
When using a windowport that supports mouse and clicking on yourself or next to you, show a menu of possible actions for the location. Same as herecmdmenu and therecmdmenu commands.
hilite_pet
Visually distinguish pets from similar animals (This includes both your starting pet and any monsters you happen to tame along the way). Boolean option, defaults to FALSE. Can be set in-game.
hilite_pile
Visually distinguish piles of objects from individual objects. Boolean option, defaults to FALSE.
hilite_status
If the statushilites option is set, this option allows you to customize your game display by setting thresholds to change the color or appearance of fields in the status bar.
This is an "experimental feature" in NetHack 3.6.0 (in particular, it is missing from all official binaries, but most public servers enable it). In NetHack 3.6.1, it has been changed significantly and uses some different syntax.
For a full guide on configuring status hilites, see Status hilites.
The whole feature can be disabled by turning the statushilites option off.
hitpointbar
Show a hit point bar graph behind your name and title. Only available for TTY and Windows GUI, and only when statushilites is on.
horsename
Set the name of your starting horse. Compound option, and it cannot be set within game. See also catname and dogname.
ignintr
Ignore interrupt signals, including breaks. Boolean option, defaults to FALSE. Not implemented on Mac. Can be set in-game. Persistent.
implicit_uncursed
Omit "uncursed" from inventory lists, if possible. Boolean option, defaults to TRUE.
legacy
Display an introductory message when starting the game. Boolean option, defaults to TRUE. Cannot be set in-game.
lit_corridor
Distinguish visually between lit and unlit corridors. Boolean option, defaults to FALSE. Can be set in-game. Persistent.
lootabc
Use the old a, b and c keyboard shortcuts in the looting menu. Boolean option, defaults to FALSE. Can be set in-game. Persistent.
mail
Enable mail delivery during the game. Boolean option, defaults to TRUE. Only meaningful if NetHack was compiled with MAIL. Can be set in-game.
male
An obsolete synonym for gender:male. Cannot be set in-game.
A user has suggested improving this page or section as follows:
"Since it is "obsolete" can we delete this section? It is handled by the gender option."
mention_walls
Give feedback when walking against a wall. Boolean value, defaults to FALSE.
menucolors
Main article: Menucolors
Enable coloring menu lines. Boolean value, defaults to FALSE. See main article for how to set menucolors with particular expression matches.
menustyle
Controls the interface used when you need to choose various objects (in response to the Drop command, for instance). Persistent. Compound option, with following possible values:
Option
Description
traditional
prompt for object class characters, followed by an object-by-object prompt for all matching items
combination
prompt for object classes of interest, then display a menu of matching objects
partial
skip the object class filtering and immediately display a menu of all objects
full
display a menu of object classes, and then a menu of matching objects
menu_deselect_all
Menu character accelerator to deselect all items in a menu. Implemented by the Amiga, Gem, X11 and tty ports. Compound option, with default of '-'. Cannot be set in-game.
menu_deselect_page
Menu character accelerator to deselect all items on this page of a menu. Implemented by the Amiga, Gem and tty ports. Compound option, with default of '\'. Cannot be set in-game.
menu_first_page
Menu character accelerator to jump to the first page of a menu. Implemented by the Amiga, Gem and tty ports. Compound option, with default of '^'. Cannot be set in-game.
menu_headings
Controls how the headings in a menu are highlighted. Compound option, with possible values of none, bold, dim, underline, blink, or inverse. Not all ports can actually display all types.
menu_invert_all
Menu character accelerator to toggle the selections in a menu. Implemented by the Amiga, Gem, X11 and tty ports. Compound option, with default of '@'. Cannot be set in-game.
menu_invert_page
Menu character accelerator to toggle the selection on this page of a menu. Implemented by the Amiga, Gem and tty ports. Compound option, with default of '~'. Cannot be set in-game.
menu_last_page
Menu character accelerator to jump to the last page of a menu. Implemented by the Amiga, Gem and tty ports. Compound option, with default of '|'. Cannot be set in-game.
menu_next_page
Menu character accelerator to goto the next page of a menu. Implemented by the Amiga, Gem and tty ports. Compound option, with default of '>'. Cannot be set in-game.
menu_objsyms
Show object symbols in menu headings in menus where the object symbols act as menu accelerators. Boolean option, defaults to FALSE.
menu_overlay
Do not clear the screen before drawing menus, and align menus to the right edge of the screen. Only for the TTY windowport. Boolean option, defaults to TRUE.
menu_previous_page
Menu character accelerator to goto the previous page of a menu. Implemented by the Amiga, Gem and tty ports. Compound option, with default of '<'. Cannot be set in-game.
menu_search
Menu character accelerator to search for a menu item. Implemented by the Amiga, Gem and X11 ports. Compound option, with default of ':'. Cannot be set in-game.
menu_select_all
Menu character accelerator to select all items in a menu. Implemented by the Amiga, Gem, X11 and tty ports. Compound option, with default of '.'. Cannot be set in-game.
menu_select_page
Menu character accelerator to select all items on this page of a menu. Implemented by the Amiga, Gem and tty ports. Compound option, with default of ','. Cannot be set in-game.
menu_tab_sep
Use tabs to separate menu names from their values. This option is only shown when in wizard-mode, and is only meant for testing purposes.
msghistory
Number of message-window messages to save. Compound option, takes a positive number, with default of 20. Maximum and minimum values depend on the window port; For the TTY, X11 and Gem ports the minimum is 20 and maximum 60. Cannot be set in-game.
msg_window
How to show the latest messages recalled with ^P. Compound option, with the following possible values:
Option
Description
single
show single message
combination
two messages as single, then as full
full
full window, oldest message first
reversed
full window, newest message first
You can use the first letter of an option to specify that option. For backwards compatibility, no value needs to be given; in that case defaults to 'full', or it can be negated like a boolean option, in which case defaults to 'single'.
Can be set in-game only if playing the TTY windowport.
MSGTYPE
Main article: MSGTYPE
Can be used to hide obnoxious messages or emphasize dangerous ones. See main article for how to use MSGTYPEs.
name
The name of your character. Compound option, defaults to your user name. If set to player, then NetHack will ask for the user name, even on systems where it normally wouldn't. If suffixed with dash and character role letter (one of -A -B -C -H -K -M -P -Ra -Ro -S -T -V -W), then also defines the character role, or if suffixed with -@, then selects a random role.
Cannot be set in-game.
news
Read the NetHack news file at start of game, if present. Boolean option, defaults to TRUE.
nudist
Start the character with no armor. Boolean option, defaults to FALSE. Persistent.
null
Send padding NULLs to terminal. A boolean, defaults to FALSE. Only used if you compiled NetHack with TERMCAP and without TIMED_DELAY. Persistent.
number_pad
Use the number keys to move instead of hjklyubn. Valid options are:
Option
Description
0
move by letters; 'yuhjklbn'
1
move by numbers; digit 5 acts as G movement prefix
2
like 1 but 5 works as g prefix instead of as G
3
by numbers using phone key layout; 123 above, 789 below
4
combines 3 with 2; phone layout plus MSDOS compatibility, where 5 means g, alt + 5 means G, and alt + 0 mean I
-1
by letters but use z to go northwest, y to zap wands (for German keyboards)
With number_pad set to 1, 2, 3, or 4, counts need to be prefixed with n (n50s to search 50 times). Also, some extended commands are available in a short form (l performs #loot, u performs #untrap, etc).
For backwards compatibility, number_pad without a value is synonymous to number_pad:1.
packorder
Sets the order of item classes shown in inventory. Compound option, takes a string of up to 14 characters, with default values of ")[%?+!=/(*`0_. Omitted types are filled in at the end from the previous order. Can be set in-game. Persistent.
paranoid_confirmation
A space-separated list of specific situations where alternate prompting is desired. The default is paranoid_confirmation:pray.
Option
Description
Confirm
for any prompts which are set to require "yes" rather than 'y', also require "no" to reject instead of accepting any non-yes response as no
quit
require "yes" rathern than 'y' to confirm quitting the game or switching into non-scoring explore mode
die
require "yes" rather than 'y' to confirm dying (applies only to explore mode)
bones
require "yes" rather than 'y' to confirm saving bones data when dying in debug mode
attack
require "yes" rather than 'y' to confirm attacking a peaceful monster
pray
require 'y' to confirm an attempt to pray rather than immediately praying; on by default
wand-break
require "yes" rather than 'y' to confirm breaking a wand. (NetHack 3.6.2 only)
Were-change
require "yes" rather than 'y' to confirm changing form due to lycanthropy when hero has polymorph control. (NetHack 3.6.2 only)
Remove
require selection from inventory for R and T commands even when wearing just one applicable item
all
turn on all of the above
The following information pertains to an upcoming version (NetHack 3.7.0). If this version is now released, please verify that it is still accurate, then update the page to incorporate this information.
This commit introduces paranoid_confirmation:swim, which will prevent you from walking onto water or lava unless you prefix the movement with m.
By default, the pray choice is enabled, the others disabled. To disable it without setting any of the other choices, use paranoid_confirmation:none. To keep it enabled while setting any of the others, include it in the list:
OPTIONS=paranoid_confirmation:attack pray Remove
perm_invent
Show permanent inventory window. Boolean option, defaults to FALSE. Not used on TTY. Can be set in-game. Persistent.
pettype
Sets your preferred pet type. A compound option, with possible value of cat, dog, or use none to start a game without a pet. Cannot be set in-game.
pickup_burden
Prompt for confirmation before picking up items that will push the character's encumbrance past a given level -- Unencumbered, Burdened, streSsed, straiNed, Overtaxed, or overLoaded. This will not prompt the player when picking up a loadstone.[1] Defaults to S. Persistent.
pickup_thrown
If this option is on and autopickup is also on, try to pick up things that you threw, even if they aren't in pickup_types or match an autopickup exception. Boolean option, defaults to TRUE. Persistent.
pickup_types
Specify the object types to be picked up when autopickup is on. Default is all to pick up all types. For example "pickup_types:?!/" would pick up all scrolls, potions and wands. Persistent.
pile_limit
When walking across a pile of objects on the floor, threshold at which the message "there are few/several/many objects here" is given instead of showing a popup list of those objects. A value of 0 means "no limit" (always list the objects); a value of 1 effectively means "never show the objects" since the pile size will always be at least that big; default value is 5. Persistent.
playmode
Values are normal, explore, or debug. Allows selection of explore mode (also known as discovery mode) or debug mode (also known as wizard mode) instead of normal play. Debug mode might only be allowed for someone logged in under a particular user name (on multi-user system) or it might be disabled entirely. Requesting it when not allowed or not possible results in explore mode instead. NAO has both Explore and Debug modes disabled entirely. Default is normal play.
pushweapon
If you wield something when you are already wielding something else, the old weapon is pushed into the alternate weapon slot. Boolean option, defaults to FALSE. Can be set in-game. Persistent.
race
Set your character's race. A compound option, with possible values of human, elf, dwarf, gnome, orc, or random, with default of random. If you prefix a ! to the value, you can exclude that race from being picked randomly. Cannot be set in-game. Persistent.
rest_on_space
Space waits for a turn. This is considered by some as a very easy way to get killed.
Boolean option, defaults to FALSE. Can be set in-game. Persistent.
role
Set your character's role. Can also be random. A compound option. See name option for an alternate method of specifying your role. Normally only the first letter of the value is examined, with r being the exception with Rogue, Ranger, and random values. If you prefix an option with !, you can exclude that role from being picked randomly. Cannot be set in-game. Persistent.
roguesymset
This option may be used to select one of the named symbol sets found within the symbols file to alter the symbols displayed on the screen on the rogue level.
rlecomp
When writing out a save file, perform a run length compression of the map. Not all ports support run length compression. It has no effect on reading an existing save file.
runmode
Set the screen updating interval for multi-turn actions, eg. running or traveling. Can be set in-game. Compound option with the following possible values:
Option
Description
teleport
update the map after movement has finished
run
update the map after every seven or so steps (default)
walk
update the map after each step
crawl
like walk, but pause briefly after each step
safe_pet
Prevents you from (knowingly) attacking your pet by moving into it. TRUE is the best setting as attacking a pet, should you wish to, is easily accomplished using the fight command. Boolean option, defaults to TRUE. Can be set in-game.
sanity_check
This option turns on debugging output, and is only available in wizard mode. Boolean option, defaults to FALSE.
scores
Control what part of hiscore list to show at the end of game. Compound option. Can be set in-game. Persistent. Accept the following options, separated by spaces:
o - show my own score. Can be prefixed with ! to not show own score.
Xa - show X scores around own score
Xt - show X scores from the top
For example:
OPTIONS=scores:10t 2a o
showexp
Displays the exact number of experience points next to your experience level on the status line. Useful for seeing how close you are to the next level, but it may increase the length of the status line a lot, pushing important notifications (like Hungry, Ill, FoodPois, etc.) off the end.
Boolean option, defaults to FALSE. Can be set in-game. Persistent.
showrace
Uses the symbol for your race instead of @. That's h for dwarves, o for orcs and G for gnomes. Elves are still @. This could be useful for reminding you not to genocide your racial glyph but is not widely used. Boolean option, defaults to FALSE. Can be set in-game.
showscore
Shows your approximate accumulated score on the bottom line. Boolean option, defaults to FALSE. Can be set in-game. Persistent. Only available if NetHack was compiled with SCORE_ON_BOTL.
silent
Stops your terminal's bell sounding. Boolean option, defaults to TRUE. Can be set in-game. Persistent.
sortloot
Controls the sorting behavior of the pickup lists for inventory and #loot commands and some others. Persistent. The possible values are:
Option
Description
full
always sort the lists
loot
only sort the lists that don't use inventory letters, like with the #loot and pickup commands
none
show lists the traditional way without sorting
sortpack
Groups similar kinds of objects in your inventory. TRUE is highly recommended. Boolean option, defaults to TRUE. Can be set in-game. Persistent.
SOUND
Main article: User sounds
Allows user-defined sound file to be played when a message is shown.
sparkle
Display sparkly effect for resisted magical attacks (e.g. a fire attack on a fire-resistant monster). It can be helpful to turn this off on the Plane of Fire, otherwise a dozen or more sparkles will occur per turn. See also timed_delay.
Boolean option, defaults to TRUE. Can be set in-game. Persistent.
standout
Uses standout mode (reverse video) for displaying "--More--". Boolean option, defaults to FALSE. Can be set in-game. Persistent.
status_updates
Allow updates to the status lines at the bottom of the screen (default true).
statushilites
Controls how many turns status hilite behaviors highlight the field. If negated or set to zero, disables status hiliting.
Only useful when you have status hilite rules configured; see the hilite_status option for more information.
statuslines
Allows you to choose whether your status bar has 2 or 3 lines. Can also be set during the game. Your user interface must support at least 25 rows, when using the value of 3. This is especially useful in Curses interface.
suppress_alert
Prevent alert notification messages about feature changes in a NetHack version and the previous versions. Compound option, accepts a string describing a NetHack version. Can be set in-game. Currently only one use, which is to prevent the quiver and quit-command changes:
OPTIONS=suppress_alert:3.3.1
symset
Main article: symset
Select the symbols used to display the game. Replaces the DECgraphics, IBMgraphics, and MACgraphics options.
NHAccess (Recommended for blind players)
MACgraphics
IBMGraphics_2
IBMGraphics_1
IBMgraphics
DECgraphics
Individual symbols may be set using the following format:
SYMBOLS=S_boulder:0
SYMBOLS=S_golem:7
SYMBOLS=S_ghost:8
For a complete list of symbol names, please see the symset article.
time
Displays elapsed game time, in turns, on the status line. Very useful for estimating prayer timeouts, spell lifespan, and more. Boolean option, defaults to FALSE. Can be set in-game. Persistent.
timed_delay
On TTY interfaces (unix and VMS), use a timer instead of sending extra screen output when attempting to pause for a display effect. On MSDOS without the termcap lib, chooses whether or not to pause for visual effect. See also sparkle.
Boolean option, defaults to TRUE if configured into the program. Can be set in-game. Persistent.
tombstone
Prints an ASCII tombstone when you die. Boolean option, defaults to TRUE. Can be set in-game. Persistent.
toptenwin
Prints the top ten high scores in a window rather than stdout. This isn't very useful unless you are using a GUI version. Boolean option, defaults to FALSE. Can be set in-game. Persistent.
travel
Enables the travel command. Boolean option, defaults to TRUE. Can be set in-game. Persistent.
verbose
Chooses whether or not to display certain non-essential messages, such as doors being destroyed. Boolean option, defaults to TRUE. Can be set in-game. Persistent.
vt_tiledata
Main article: vt_tiledata
Boolean option. Turning it on will output extra information in the datastream in the form of escape code "ESC [ ... z", meant for graphical frontends. See also EbonHack.
whatis_coord
When using the / (what is) or ; (far look) commands to look around on the map with autodescribe on, display coordinates after the description. Also works in other situations where you are asked to pick a location.
The possible settings are:
c - compass ('east' or '3s' or '2n,4w')
f - full compass ('east' or '3south' or '2north,4west')
m - map
<x,y> (map column x=0 is not used)
s - screen [row,column] (row is offset to match tty usage)
n - none (no coordinates shown). Default.
The whatis_coord option is also used with the sub-commands m, M, o, and O when using /, where the 'none' setting is overridden with 'map'.
whatis_filter
When using the m, o, d, x or a keys to select a location on the map, allows filtering the possible targets. It can be set by typing " while targeting. It can be set to:
n - no filtering (default)
v - in view only
a - in same area only (e.g. same room or same corridor)
The area-filter tries to be slightly predictive; if you're standing on a doorway, it will consider the area on the side of the door you were last moving toward.
whatis_menu
When using the m, o, d, x or a keys to select a location on the map, uses a menu to pick a target. Otherwise, typing a lowercase letter will cycle through targets from nearest to furthest, and an uppercase letter from furthest to nearest. It can be toggled by typing ! while targeting. Boolean, default off.
whatis_moveskip
When selecting a location on the map, and using shifted movement keys or meta-digit keys to fast-move, instead of moving 8 units at a time, move by skipping the same glyphs. It can be toggled by typing * while targeting. Boolean, default off.
windowtype
Select which windowing system to use, such as tty or X11 (default depends on version). Cannot be set in-game. Example:
OPTIONS=windowtype:tty
wizkit
Wizard mode-only option. Specifies the path to a text file that contains a list of item names, one per line, up to a maximum of 128 lines. Each line is processed by the function that handles wishing.
For example, if you enter this path to a text file in your config:
WIZKIT=wizkit.txt
And the contents of wizkit.txt are:
blessed monster detection
ring of levitation
amulet of yendor
2 blessed genocide
Then your character start with those items in their inventory, in addition to the normal starting items.
zerocomp
When writing out a save file, perform zero-comp compression of the contents. Not all ports support zero-comp compression. It has no effect on reading an existing save file.
Window Port Customization Options
align_message
Where to align or place the message window. Compound option, with possible values of top, bottom, left, or right. Cannot be set in-game.
align_status
Where to align or place the status window. Compound option, with possible values of top, bottom, left, or right. Cannot be set in-game.
ascii_map
NetHack should display an ASCII character map if it can. Boolean option. Can be set in-game.
color
Main article: colors
NetHack should display color if it can for different monsters, objects, and dungeon features. This option matters only for the TTY windowport. Boolean option, defaults to TRUE on most systems including Windows and Mac. Can be set in-game.
In case the default color scheme is hard to distinguish on your monitor, you might want to edit the color preferences in your terminal emulator.
If you are looking for colors of the wiki itself, see Category:Function_templates and User:Paxed/ReplaceCharsBlock.
eight_bit_tty
NetHack should pass eight-bit character values straight through to your terminal. Boolean option, defaults to FALSE. Can be set in-game.
font_map
NetHack should use a font by the chosen name for the map window.
font_menu
NetHack should use a font by the chosen name for menu windows.
font_message
NetHack should use a font by the chosen name for the message window.
font_status
NetHack should use a font by the chosen name for the status window.
font_text
NetHack should use a font by the chosen name for text windows.
font_size_map
NetHack should use this size font for the map window.
font_size_menu
NetHack should use this size font for menu windows.
font_size_message
NetHack should use this size font for the message window.
font_size_status
NetHack should use this size font for the status window.
font_size_text
NetHack should use this size font for text windows.
fullscreen
NetHack should try and display on the entire screen rather than in a window. Boolean option, defaults to false. Cannot be set in-game.
If the game cannot be displayed in fullscreen through this option and you are using the tty interface, you can usually adjust your terminal emulator configuration to achieve a similar effect (e.g. by increasing the font size).
large_font
NetHack should use a large font.
map_mode
NetHack should display the map in the manner specified. Used in Windows port to choose between tiles or different sizes of ASCII. Consult defaults.nh for possible options.
mouse_support
Use mouse for moving around. A boolean, defaults to FALSE. Is displayed, but cannot be set in-game.
player_selection
NetHack should pop up dialog boxes, or use prompts for character selection. Compound option. Cannot be set in-game.
popup_dialog
NetHack should pop up dialog boxes for input. Boolean option, defaults to false. Can be set in-game.
preload_tiles
NetHack should preload tiles into memory. Boolean option, defaults to true. Cannot be set in-game.
scroll_amount
NetHack should scroll the display this many map cells when the hero reaches the scroll_margin. A compound option, accepts a positive number. Cannot be set in-game.
scroll_margin
NetHack should scroll the display when the hero or cursor is this number of cells away from the edge of the window. A compound option, accepts a positive number. Cannot be set in-game.
selectsaved
NetHack should display a menu of existing saved games for the player to choose from at game startup, if it can. Not all ports support this option.
softkeyboard
Display an on-screen keyboards; handhelds are most likely to support this. Boolean option, defaults to off. Cannot be set in-game.
splash_screen
NetHack should display an opening splash screen when it starts up. Boolean option, defaults to yes.
tile_width
Specify the preferred width of each tile in a tile capable port. Compound option, accepts a positive number. Cannot be set in-game.
tile_height
Specify the preferred height of each tile in a tile capable port. Compound option, accepts a positive number. Cannot be set in-game.
tile_file
Specify the name of an alternative tile file to override the default. Compound option. Cannot be set in-game.
tiled_map
NetHack should display a tiled map if it can. Boolean option, Cannot be set in-game.
use_darkgray
Use bold black instead of blue for black glyphs (TTY only). Boolean option.
use_inverse
Displays certain things in reverse video. Boolean option, defaults to FALSE on non-Win32 platforms. Can be set in-game.
vary_msgcount
NetHack should display this number of messages at a time in the message window. Compound option, accepts a positive number. Cannot be set in-game. Implemented only for the Atari GEM, Win32 GUI and WinCE builds.
windowcolors
NetHack should display windows with the specified foreground/background colors if it can. Compound option. Cannot be set in-game.
OPTIONS=windowcolors:wintype fground/bground
where wintype is one of menu, message, status, text,
and fground and bground are colors, either a hexadecimal #rrggbb,
one of the named colors (black, red, green, brown,
blue, magenta, cyan, orange, brightgreen, yellow, brightblue,
brightmagenta, brightcyan, white, trueblack, gray, purple,
silver, maroon, fuchsia, lime, olive, navy, teal, aqua),
or one of Windows UI colors (activeborder, activecaption,
appworkspace, background, btnface, btnshadow, btntext,
captiontext, graytext, greytext, highlight, highlighttext,
inactiveborder, inactivecaption, menu, menutext, scrollbar,
window, windowframe, windowtext).
Example:
OPTIONS=windowcolors:menu white/black message green/yellow status white/blue text #ffffff/#000000
wraptext
NetHack port should wrap long lines of text if they don't fit in the visible portion of the window. Boolean, defaults to false. Can be set in-game.
Platform-specific Customization options
altkeyhandler
Select an alternate keystroke handler dll to load. The name of the handler is specified without the .dll extension and without any path information. Win32 only. Cannot be set in-game. NetHack comes with nhdefkey.dll, nhraykey.dll, and nh340key.dll. If you are using a non-US keyboard layout and cannot type the dollar sign or the hash mark, try nhraykey.
altmeta
Enables extended command shortcuts, such as alt + d to dip.[2] Boolean option, default is off, except on Amiga. Can be set in-game. Is saved into the savefile.[3]
BIOS
Use BIOS calls to update the screen display quickly and to read the keyboard (allowing the use of arrow keys to move) on machines with an IBM PC compatible BIOS ROM. Boolean option, default off. OS/2, PC, and ST NetHack only. Cannot be set in-game.
DECgraphics
Use DEC line-drawing characters. Won't work for all terminals. Boolean option, defaults to TRUE. Can be set in-game. Turning this on sets IBMgraphics to FALSE.
Starting with NetHack 3.6.0, this option is equivalent to symset:DECgraphics.
flush
Prevent typeahead. Boolean option, defaults to off. Only usable on Amiga. Can be set in-game.
IBMgraphics
Main article: IBMgraphics
Use IBM extended characters. Won't work for all terminals. Boolean option, defaults to FALSE. Only implemented for the TTY windowport. Can be set in-game.
Starting with NetHack 3.6.0, this option is equivalent to symset:IBMgraphics.
MacGraphics
Use Mac-specific character set to display map. A boolean, Mac-only, defaults to on. See also IBMgraphics and DECgraphics.
Starting with NetHack 3.6.0, this option is equivalent to symset:MACgraphics.
page_wait
Show --more-- after a page of messages. A boolean, Macs only, defaults to on.
rawio
Force raw (non-cbreak) mode for faster output and more bulletproof input (MS-DOS sometimes treats `^P' as a printer toggle without it) Default off, OS/2, PC, and ST NetHack only.
Note: DEC Rainbows hang if this is turned on. Cannot be set in-game.
soundcard
Compound option, defaults to on. Only for the PC NetHack. Cannot be set in-game.
subkeyvalue
(Win32 tty NetHack only). May be used to alter the value of keystrokes that the operating system returns to NetHack to help compensate for international keyboard issues. OPTIONS=subkeyvalue:171/92 will return 92 to NetHack, if 171 was originally going to be returned. You can use multiple subkeyvalue statements in the config file if needed. Cannot be set in-game.
video
Set the video mode used. PC NetHack only. Values are autodetect, default, or vga. Setting vga (or autodetect with vga hardware present) will cause the game to display tiles.
Cannot be set in-game.
videocolors
Set the color palette for PC systems using NO_TERMS (default 4-2-6-1-5-3-15-12-10-14-9-13-11, PC NetHack only). The order of colors is red, green, brown, blue, magenta, cyan, bright.white, bright.red, bright.green, yellow, bright.blue, bright.magenta, and bright.cyan.
Cannot be set in-game.
Note: If the #version-command shows screen control via foo, where foo is one of mactty, BIOS, DJGPP fast, VGA graphics or WIN32 console I/O, then your version of NetHack supports setting videocolors.
videoshades
Set the intensity level of the three gray scales available (default is videoshades:dark-normal-light, PC NetHack only). If the game display is difficult to read, try adjusting these scales; if this does not correct the problem, try !color.
Possible values are the 3 brightnesses (dark, normal, light) separated by hyphens, eg. videoshades:dark-normal-light or videoshades:normal-dark-normal.
Cannot be set in-game.
References
↑ src/pickup.c in NetHack 3.6.6, line 1404
↑ esc followed by d on unix systems also works
↑ src/options.c in NetHack 3.6.0, line 54
This page may need to be updated for the current version of NetHack.
It may contain text specific to NetHack 3.6.1. Information on this page may be out of date.
Editors: After reviewing this page and making necessary edits, please change the {{nethack-361}} tag to the current version's tag or {{noversion}} as appropriate.
</x,y> |
# Sickness
Sickness is a terminal status affliction that, if untreated, will cause instadeath after a few turns. The main causes are eating too old corpses, special attacks, and cursed unicorn horns. The main remedies are applying a non-cursed unicorn horn, casting cure sickness, and quaffing certain potions.
The game uses "deathly sick" to specifically herald this condition, whereas there are many other cases where you simply "feel sick".
Sickness resistance in vanilla NetHack is possessed only by ghouls, which happily feast on old corpses, and fungi.[1]
Contrary to its name, potion of sickness does not cause sickness.
Contents
1 Types of sickness
1.1 Food poisoning
1.2 Illness
2 Remedies
3 Messages
4 Other uses of "sick"
5 Variants
5.1 SLASH'EM
5.2 SporkHack
6 References
Types of sickness
There are two distinct types of sickness, indicated separately on the status line. You can also suffer both conditions simultaneously. The effects and remedies are identical, except that only food poisoning can be cured by vomiting.[2]
Food poisoning
Food poisoning is only acquired by eating an old ("tainted") corpse or glob. It is marked by the text FoodPois on the status line. The initial time until death is set to 10–19 turns.[3]
Food poisoning is completely preventable in vanilla NetHack if you don't eat old corpses. A corpse is too old to eat after 6 × (9 + 1d20) turns, where 6 is replaced with 8 if blessed and 4 if cursed.[4] Corpses left by undead except wraith are always pre-aged by 100 turns; eaten immediately, they have 40% chance of causing food poisoning. Old corpses can be rendered safe to eat by tinning them. Lichen and lizard corpses never rot and may be safely eaten regardless of age.
Despite the name, food poisoning is unrelated to poison and is unaffected by poison resistance.
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 have a constitution in 100 chance of surviving food poisoning. If you do, you lose 1 point of constitution and abuse constitution.
Illness
Illness is conferred by the disease attacks of certain monsters, listed below, or by applying a cursed unicorn horn. It is marked by the text Ill on the status line.
& Demogorgon
& Juiblex
s Scorpius
& Pestilence
The first time you contract the illness, a turns-to-live timer is started, set to between 20 and (19+Con). Each additional illness attack while you are Ill divides the remaining turns-to-live by roughly 3.[5]
Remedies
Sickness can be easily cured with any of the following:
applying a non-cursed unicorn horn[6]
praying to your god
quaffing a non-cursed potion of extra healing or full healing, a blessed potion of healing, or (unless chaotic) a potion of holy water
casting a spell of cure sickness
eating a non-cursed eucalyptus leaf[7]
invoking the Staff of Aesculapius[8]
The full list of less common remedies also includes:
vomiting from eating tripe or a rotten egg. This cures food poisoning only, not illness. Quite unreliable, but it's there.
polymorphing into a new version of yourself[9] or a sickness-resistant monster[10] (ghoul or some fungi). (A new version includes if you "fail" to change form, but get your attributes adjusted.)
getting healed by a nurse's attack.[11]
sitting on a throne (1⁄13 chance).[12]
The only sure-fire cures are the potions, prayer if safe, the spell at 0% failure rate, and polyself. A unicorn horn is good enough if you weren't made sick multiple times.
Importantly, poison resistance is not a remedy; if you become food poisoned and rely on this you will die.
Messages
Ulch - that
<food type=""> was tainted!
The corpse you are eating is old enough to cause food poisoning.
You feel deathly sick.
You have contracted sickness and will soon die if untreated.
It doesn't seem at all sickening, though...
You would have contracted sickness but are resistant.
You feel even worse.
You feel much worse.
Your sickness has worsened your sickness, further shortening your time to live ("much" if reduced by at least half).
You feel somewhat better.
Vomiting cured your food poisoning, but not illness. This doubles your time to live.[13]
You are no longer ill.
The cure sickness spell is curing your sickness (even if it was food poisoning).
What a relief!
You have fully cured your sickness.
Enlightenment may reveal any of the following, which are self-explanatory:
You are sick from food poisoning.
You are sick from illness.
You are immune to sickness.
Other uses of "sick"
A potion of sickness does not cause sickness, despite its name. Poison resistance does not prevent food poisoning.
You feel sick.
You ate an old-ish corpse or engulfed an undead monster, and lost 1d8 hit points.[14][15]
You feel a little sick.
You lost intrinsic poison resistance to a gremlin attack.[16]
You feel very sick.
You quaffed a potion of sickness that reduced your constitution.[17] Replaces "You feel sick" if you are suffering sickness.
You feel incredibly sick
You will vomit in 5 turns, e.g. from eating tripe.[18]
Variants
SLASH'EM
In SLASH'EM rot worms have an illness-inducing attack. You may also get food poisoning from swallowing a pill, and you can cure food poisoning by sitting on a toilet. The Necromancer and the Undead Slayer roles start the game with innate sickness resistance.
Keep in mind that here unicorn horns need to be enchanted in order to be reliable.
SporkHack
SporkHack introduces locusts and gray fungi, which have illness-inducing attacks. Drinking a potion of salt water can induce vomiting to cure food poisoning.
References
↑ polyself.c in NetHack 3.6.0, line 77
↑ you.h in NetHack 3.4.3, line 268: lists the two independent types of SICK: SICK_VOMITABLE an SICK_NONVOMITABLE.
↑ eat.c in NetHack 3.4.3, line 1270
↑ eat.c in NetHack 3.4.3, line 1253
↑ mhitu.c, line 773, apply.c, line 1458
↑ apply.c in NetHack 3.4.3, line 1541
↑ eat.c in NetHack 3.4.3, line 1725
↑ artifact.c in NetHack 3.4.3, line 1219
↑ polyself.c in NetHack 3.4.3, line 190
↑ polyself.c in NetHack 3.4.3, line 1411
↑ mhitu.c in NetHack 3.4.3, line 1407
↑ sit.c in NetHack 3.4.3, line 188
↑ potion.c in NetHack 3.4.3, line 126
↑ eat.c in NetHack 3.4.3, line 1300
↑ uhitm.c in NetHack 3.4.3, line 2078
↑ sit.c in NetHack 3.4.3, line 401
↑ potion.c in NetHack 3.4.3, line 675
↑ timeout.c in NetHack 3.4.3, line 47
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.
</food> |
# Related changes
Enter a page name to see changes on pages linked to or from that page. (To see members of a category, enter Category:Name of category). Changes to pages on your Watchlist are in bold.
Recent changes options
Show last 50 | 100 | 250 | 500 changes in last 1 | 3 | 7 | 14 | 30 daysHide registered users | Hide anonymous users | Hide my edits | Show bots | Hide minor editsShow new changes starting from 17:58, 24 July 2023
Namespace:
all
(Main)
Talk
User
User talk
NetHackWiki
NetHackWiki talk
File
File talk
MediaWiki
MediaWiki talk
Template
Template talk
Help
Help talk
Category
Category talk
Source
Source talk
Forum
Forum talk
Video
Video talk
User blog
User blog talk
Blog
Blog talk
Module
Module talk
Invert selection Associated namespaceTag filter:Page name: Show changes to pages linked to the given page instead
List of abbreviations:
N
This edit created a new page (also see list of new pages)
m
This is a minor edit
b
This edit was performed by a bot
(±123)
The page size changed by this number of bytes
24 July 2023
16:45
Hack'EM (3 changes | history)
. .
(+4,049) . .
[Hackemslashem (3×)]
16:45
(cur | prev) . . (+78) . . Hackemslashem (talk | contribs) (→Trap Mechanics: Poly trap disappearing)
16:36
(cur | prev) . . (+26) . . Hackemslashem (talk | contribs) (→New artifacts: Storm Whistle update)
15:08
(cur | prev) . . (+3,945) . . Hackemslashem (talk | contribs) (Updates in preparation for 1.2)
m 16:09
EvilHack (3 changes | history)
. .
(+1,958) . .
[K2 (3×)]
m
16:09
(cur | prev) . . (+1,831) . . K2 (talk | contribs) (→Shields: details)
m
15:42
(cur | prev) . . (+113) . . K2 (talk | contribs) (→Game mechanics: placeholder for new skills)
m
15:15
(cur | prev) . . (+14) . . K2 (talk | contribs) (→Air: more wording)
m 08:36 Price identification (diff | hist) . . (+3) . . Umbire the Phantom (talk | contribs) (→GruntHack: word choice)
23 July 2023
08:36 EvilHack (diff | hist) . . (-82) . . Umbire the Phantom (talk | contribs) (pass for word choice and rephrasing)
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)
21 July 2023
20:54 Wallet of Perseus (diff | hist) . . (+113) . . Umbire the Phantom (talk | contribs) (word choice, note dnh, expand, etc.)
14:30
EvilHack (3 changes | history)
. .
(+1,487) . .
[K2 (3×)]
m
14:30
(cur | prev) . . (+17) . . K2 (talk | contribs) (→Major changes: convicts and thievery)
14:17
(cur | prev) . . (+1,444) . . K2 (talk | contribs) (→Game mechanics: open air)
m
13:42
(cur | prev) . . (+26) . . K2 (talk | contribs) (→Game mechanics: move artifact twoweaponing behavior under 'twoweaponing' section)
20 July 2023
10:30 Rogue (diff | hist) . . (+4) . . Coz (talk | contribs) (Added link to the Master Key of Thievery)
01:28 Erosion (diff | hist) . . (+141) . . Tomsod (talk | contribs) (→Strategy: blessing may be enough)
19 July 2023
20:21 Hack'EM (diff | hist) . . (+92) . . Ardub23 (talk | contribs) (Fixed changelog link, and commented out Grandmaster's Robe as it's not yet implemented)
04:50 Grappling hook (diff | hist) . . (-15) . . Ardub23 (talk | contribs) (Fixed spelling, punctuation; rewording to include a link to Weapon-tool)
18 July 2023
m 04:53 EvilHack (diff | hist) . . (0) . . K2 (talk | contribs) (build date) |
# Nupperibo
A nupperibo is a monster added in SLASH'EM and dNetHack.
Contents
1 SLASH'EM
2 dNetHack
2.1 Nupperibo
2.2 Metamorphosed nupperibo
2.3 Ancient nupperibo
SLASH'EM
i nupperibo
Difficulty
9
Attacks
Claw 3d4 poison
i nupperibo
Difficulty
9
Attacks
Claw 3d4 poison
Base level
7
Base experience
106
Speed
12
Base AC
0
Base MR
20
Alignment
−7 (chaotic)
Frequency (by normal means)
1 (Very rare)
Genocidable
Yes
Weight
20
Nutritional value
10
Size
Tiny
Resistances
None
Resistances conveyed
None
A nupperibo:
regenerates HP quickly.
does not eat. (*)
wanders randomly.
can follow you to other levels.
has infravision.
can be seen through infravision.
may turn against you when tame.
Reference
SLASH'EM_0.0.7E7F2/monst.c#line907
Like dretches, rutterkin, and blood imps, nupperibos are minor demons that are broadly similar to imps, sharing their speed and regenerative abilities but having a different base level and attacks. Nupperibos have a decently powerful poison-branded attack, but appear late enough that the player will likely have MC3 or poison resistance before meeting them.
dNetHack
Nupperibo
i nupperibo
Difficulty
6
Attacks
Weapon 1d2 physical, Weapon 1d2 physical
i nupperibo
Difficulty
6
Attacks
Weapon 1d2 physical, Weapon 1d2 physical
Base level
4
Base experience
51
Speed
4
Base AC
6
Base MR
4
Alignment
8 (lawful)
Frequency (by normal means)
1 (Very rare)
Genocidable
Yes
Weight
150
Nutritional value
100
Size
small
Resistances
poison
Resistances conveyed
poison
A nupperibo:
has a head, a couple of arms, and a torso.
regenerates HP quickly.
is poisonous to eat.
does not eat. (*)
is a demon.
is neither male nor female.
is normally generated hostile.
wanders randomly.
can follow you to other levels.
can pick up weapons and food.
can be seen through infravision.
appears only in Gehennom.
normally appears in large groups.
never leaves a corpse.
resists death magic.
cannot be tamed.
Nupperibos are rare, weak minor demons. Their most notable trait is the forms they grow into.
Metamorphosed nupperibo
i metamorphosed nupperibo File:Metamorphosed nupperibo.png
Difficulty
15
Attacks
Tentacle 1d10 constitution drain, Tentacle 1d10 constitution drain, Tentacle 1d10 constitution drain, Tentacle 1d10 constitution drain, Tentacle 1d10 constitution drain, Tentacle 1d10 constitution drain
i metamorphosed nupperibo File:Metamorphosed nupperibo.png
Difficulty
15
Attacks
Tentacle 1d10 constitution drain, Tentacle 1d10 constitution drain, Tentacle 1d10 constitution drain, Tentacle 1d10 constitution drain, Tentacle 1d10 constitution drain, Tentacle 1d10 constitution drain
Base level
8
Base experience
136
Speed
8
Base AC
2
Base MR
8
Alignment
8 (lawful)
Frequency (by normal means)
0 (Not randomly generated)
Genocidable
Yes
Weight
750
Nutritional value
100
Size
small
Resistances
fire, cold, poison
Resistances conveyed
poison
A metamorphosed nupperibo:
can survive underwater.
does not breathe.
has a head, a couple of arms, and a torso.
regenerates HP quickly.
is poisonous to eat.
does not eat. (*)
is a demon.
is neither male nor female.
is normally generated hostile.
wanders randomly.
can follow you to other levels.
can be seen through infravision.
appears only in Gehennom.
normally appears in large groups.
never leaves a corpse.
resists death magic.
cannot be tamed.
The constitution-draining effect of metamorphosed nupperibos is not poisonous in nature, so poison resistance will not protect you. It is, however, blocked by magic cancellation. Against other monsters, these attacks deal an extra 1d10 damage.
Ancient nupperibo
i ancient nupperibo File:Ancient nupperibo.png
Difficulty
20
Attacks
Tentacle 1d15 constitution drain, Tentacle 1d15 constitution drain, Tentacle 1d15 constitution drain, Tentacle 1d15 constitution drain, Passive 4d10 barbs, Arrow 1d4 paralysis
i ancient nupperibo File:Ancient nupperibo.png
Difficulty
20
Attacks
Tentacle 1d15 constitution drain, Tentacle 1d15 constitution drain, Tentacle 1d15 constitution drain, Tentacle 1d15 constitution drain, Passive 4d10 barbs, Arrow 1d4 paralysis
Base level
12
Base experience
312
Speed
12
Base AC
−2
Base MR
12
Alignment
12 (lawful)
Frequency (by normal means)
0 (Not randomly generated)
Genocidable
Yes
Weight
3000
Nutritional value
400
Size
large
Resistances
fire, cold, poison, petrification
Resistances conveyed
poison
An ancient nupperibo:
can survive underwater.
does not breathe.
regenerates HP quickly.
is poisonous to eat.
does not eat. (*)
is a demon.
is neither male nor female.
is normally generated hostile.
wanders randomly.
can follow you to other levels.
appears only in Gehennom.
normally appears in large groups.
never leaves a corpse.
resists death magic.
cannot be tamed.
The constitution-draining effect of ancient nupperibos is not poisonous in nature, so poison resistance will not protect you. It is, however, blocked by magic cancellation. Against other monsters, these attacks deal an extra 1d10 damage.
At range, ancient nupperibos fire volleys of 1d4 bone darts coated with paralysis poison.
This page is a stub. Should you wish to do so, you can contribute by expanding this page. |
# Talk:Izchak
Contents
1 Trivia
2 opinion of certain #nethack'ers
3 Technical enforcement?
4 3.6.0 changes
Trivia
Is it necessary to detail every use of Izchak's name in Nethack? I think trivia such as official screenshots need not be documented. 69.11.189.85 23:59, 5 February 2007 (UTC)
I think that there is plenty of room in this wiki for trivia (if it is on topic). We can always add more sections or make more articles. Is that not so? --Kernigh 01:09, 6 February 2007 (UTC)
opinion of certain #nethack'ers
The question came up in #nethack about whether it was actually poor form to steal from Izchak, and the consensus was that as it's his code that makes shk theft possible, it's not actually poor form or rude or whatever. Shrug. Just putting that out there --Derekstiles 01:43, 5 October 2007 (UTC)
Half of #nethack's population weren't even born in 1994, probably. And I wouldn't personally take their advice on what is and is not rude; I've been there. Not that RGRN is any better, but... --192.193.245.16 08:25, 17 December 2007 (UTC)
Indeed. Does inventing the baseball bat make it okay for you to be clocked upside the head with one? No, of course not. Come on, man. Izchak made a lot of things possible. Just give him the respect he deserves. I mean, stealing from him's like stealing from his memorial... statue. Thing. Shopkeeper. Whatever. Lame. --24.22.240.16 04:12, 3 July 2008 (UTC)
#nethack don't always come up with the best ideas. This is one of those times! --GreyKnight 09:55, 11 August 2008 (UTC)
If you're actually role playing a chaotic character then not only should you not be bound by etiquette, it would make perfect sense to desecrate any and all memorials for the joy of chaos. Lawful characters shouldn't steal from anyone, but I guess neutral characters should respect him for game balance.
In my opinion it would certainly be poor form to steal from him. Think about it, the dev team put him in the game in memoery of him. We can't just run along and steel from him. I do agree that there shouldn't be an ingame penalty though.- - DemonSlayerThe3 :: The Neutral Gnomish Wizard, with my kitten Ellinis! 22:29, September 14, 2010 (UTC)
Technical enforcement?
I think it might be a good idea to include information on whether there is any actual ramifications (outside the usual alignment ones) from stealing from/killing Izchak. How about trying to sacrifice his body? Any Izchak-specific code? Just a thought 194.197.164.130 12:02, 10 March 2008 (UTC)
There isn't any code enforcing this rule. It's purely an etiquette consideration. --GreyKnight 08:35, 24 April 2008 (UTC)
Well, not your player, no. But you will get eaten by a grue if you do. Bad karma. Feagradze 22:48, July 3, 2010 (UTC)
3.6.0 changes
3.6.0 adds some extra dialogue to Izchak if you try to sell him the candellabrum before performing the invocation. "No thanks, I'd hang onto that if I were you.", plus if it doesn't have enough candles, "You'll need {num} (more) candle(s) to go along with it.", where num is 7 minus the current number of attached candles.
Non-Izchak candlestore shopkeepers will simply say "I won't stock that. Take it out of here!", but I'm pretty sure those don't exist in vanilla. -- Qazmlpok (talk) 01:33, 12 December 2015 (UTC) |
# prst-343.txt
This is a classic text spoiler, reproduced on NetHackWiki for reference and archival purposes. You should link to this page when you copy or excerpt it, but please do not modify the content.
Caution: As this is not an ordinary wiki page edited by the community, this spoiler may contain outdated or otherwise inaccurate information.
prst-343.txt Last edited 2003-12-17 for NetHack 3.4.3
Donating to priests in NetHack 3.4
Compiled by Dylan O'Donnell
<[email protected]>.
Chatting to priests
~~~~~~~~~~~~~~~~~~~
Priests will only be willing to chat if they are still peaceful,
in their own aligned temple, and have freedom of action; trying to
talk to a priest otherwise will arouse his wrath.
If the priest is talkative, #chatting to him can have various results:
If you have no visible money, the priest will not ask for a donation;
if additionally you are co-aligned with him, and your alignment is
non-negative, your wisdom is exercised, and he will give you "two bits
for an ale" (2 zorkmids; just one if that's all he has, or if he has
no money he will "preach the virtues of poverty.)
Otherwise, you will be asked "for a contribution to the temple". The
outcome depends on how much you donate (in relation to your experience
level), and what proportion of your visible gold this represents.
0 zorkmids : "Thou shalt regret thine action!" -1 to alignment
: if co-aligned, otherwise no effect.
1 zorkmid to : If donation less than one-third of current visible gold,
(200*XL)-1 : "Cheapskate"; otherwise "I thank thee for thy contribution"
: and exercise wisdom.
200*XL to : "Thou art indeed a pious individual." If donation
(400*XL)-1 : one-third of current visible gold or less, no further
: effect. Otherwise, "I bestow on thee a blessing" and gain
: clairvoyance for 500 to 999 (more) turns; additionally,
: if co-aligned and alignment -4 or worse, +1 to alignment.
400*XL to : A possibility of receiving protection, as detailed below;
(600*XL)-1 : if protection not granted, same effects as next case.
600*XL or : "Thy selfless generosity is deeply appreciated." If
greater : co-aligned and donation greater than one-third of current
: visible gold, +2 to alignment (or, if alignment negative
: and more than 5000 turns since this effect last occurred,
: alignment instead restored to 0); otherwise, no effect.
Protection from priests
~~~~~~~~~~~~~~~~~~~~~~~
If you donate between 400 times your experience level in gold and 1
less than 600 times your experience level to any temple priest
(regardless of alignment), you may receive divine protection as a result,
which manifests as an improvement in your armour class. This depends on
your intrinsic (naked, ringless and spell-less) AC as follows:
10 : AC reduced by 2 to 4.
2 to 9 : AC reduced by 1.
-9 to 1 : 1/(10-(AC)) chance of AC being reduced by 1.
-10 or less : No reduction in AC.
So, intrinsic AC can (with enough money) be easily reduced to 1;
reductions below this point immediately become increasingly unlikely;
and -10 is a hard limit for AC improvement by this method. (Other
means of gaining intrinsic protection, such as divine gift from prayer
or eating rings of protection, will still be available.)
If AC is reduced by donation, "Thy devotion has been rewarded"; otherwise,
"Thy selfless generosity is deeply appreciated", and alignment may be
improved as detailed above.
Acknowledgements
~~~~~~~~~~~~~~~~
Corrections and clarifications provided by Jason Short.
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.
</[email protected]> |
# File:Bar-lgura.png
File
File history
File usageNo higher resolution available.
Bar-lgura.png (16 × 16 pixels, file size: 484 bytes, MIME type: image/png)
A 16x16 SLASH'EM monster tile.
File history
Click on a date/time to view the file as it appeared at that time.
Date/TimeThumbnailDimensionsUserComment
current16:20, 26 November 201016 × 16 (484 bytes)Paxedbot (talk | contribs)A 16x16 SLASH'EM monster tile. Category:16x16 tilesCategory:SLASH'EM monsters
You cannot overwrite this file.
File usage
The following page uses this file:
Bar-lgura |
# Related changes
Enter a page name to see changes on pages linked to or from that page. (To see members of a category, enter Category:Name of category). Changes to pages on your Watchlist are in bold.
Recent changes options
Show last 50 | 100 | 250 | 500 changes in last 1 | 3 | 7 | 14 | 30 daysHide registered users | Hide anonymous users | Hide my edits | Show bots | Hide minor editsShow new changes starting from 17:54, 24 July 2023
Namespace:
all
(Main)
Talk
User
User talk
NetHackWiki
NetHackWiki talk
File
File talk
MediaWiki
MediaWiki talk
Template
Template talk
Help
Help talk
Category
Category talk
Source
Source talk
Forum
Forum talk
Video
Video talk
User blog
User blog talk
Blog
Blog talk
Module
Module talk
Invert selection Associated namespaceTag filter:Page name: Show changes to pages linked to the given page instead
List of abbreviations:
N
This edit created a new page (also see list of new pages)
m
This is a minor edit
b
This edit was performed by a bot
(±123)
The page size changed by this number of bytes
21 July 2023
m 17:58 Elbereth (diff | hist) . . (-3) . . Silverwing235 (talk | contribs) (→History: typo/grammar, punctuation) |
# Talk:Whetstone
Time
How long does it take to remove damage? -Tjr 20:33, 6 June 2011 (UTC) |
# User talk:Minimiscience |
# File:Pile of killer coins.png
File
File history
File usageNo higher resolution available.
Pile_of_killer_coins.png (16 × 16 pixels, file size: 495 bytes, MIME type: image/png)
A 16x16 SLASH'EM monster tile.
File history
Click on a date/time to view the file as it appeared at that time.
Date/TimeThumbnailDimensionsUserComment
current16:20, 26 November 201016 × 16 (495 bytes)Paxedbot (talk | contribs)A 16x16 SLASH'EM monster tile. Category:16x16 tilesCategory:SLASH'EM monsters
You cannot overwrite this file.
File usage
The following page uses this file:
Evil coins |
# Prayer
Religion in NetHack
priests
alignment
alignment record
altars
atheism
anger
gods
sacrifice
prayer
turn undead
Prayer, invoked with the #pray extended command, is an action used to communicate with the player's god. The purpose of praying is to ask your god for help, and you must not do so too often. The player has a prayer timeout, a counter which is raised when praying, and decrements one turn at a time. Only when this counter reaches zero may the player pray safely again (exceptions exist, see below). Thus prayer is usually reserved for one of a few things: saving the player from almost certain doom, performing some action the player cannot yet do (removing cursed items, getting out of walls, etc.), or creating holy water. For those players who like a challenge, avoiding any interaction with gods, altars and other religious concepts in the game will satisfy the atheist conduct.
Inexperienced players often treat prayer as an escape item reserved for emergencies. However, it is not 100% reliable due to the long maximum prayer timeout, and conventional escape items can drastically reduce the need for emergency prayers.
During the course of a successful prayer, you are protected from all harm (except from psychic blasts by mind flayers, from a poison cloud or from boulder traps). During this protection, the timer for the Wizard's periodic harassment of the player does not advance.
Contents
1 Safe and unsafe prayer
2 Successful prayers
2.1 Water prayer
2.2 Favors
3 Unsuccessful prayers
4 Strategy
5 Encyclopedia entry
6 References
Safe and unsafe prayer
The following conditions make it unsafe to pray. Praying when it is unsafe may end up with the prayer being unsuccessful, with various negative effects.
You are polymorphed into an undead creature and are attempting to pray to a non-chaotic god. (Neutrals have a 90% chance of being able to pray anyway.)
Your alignment record is negative.
Your luck is negative.
Your god is still angry at you from an earlier event.
Your prayer timeout is not yet zero. (If you are currently suffering from a major problem, it is safe to pray with a timeout as high as 200; if a minor problem, it may be as high as 100.)
You are in Gehennom.
You are standing on another god's altar, and both your alignment record and your luck are OK.
If you are polymorphed into a demon and are attempting to pray to a non-chaotic god, it is impossible to pray; you merely receive a message "The very idea of praying to a
<non-chaotic> god is repugnant to you." and no prayer occurs.[1]
If none of the above apply, it is safe to pray. If you're not sure, enlightenment will tell you whether or not you can safely pray.
Successful prayers
If your prayer is successful, your god may do one or more beneficial things for you. The following algorithm shows what your god decides you are worthy of receiving.
If your alignment is at least 14, and you have no major or minor problems, the result is always 5.
If your alignment is less than 4, but still positive, the result is always 1.
If your alignment is 0, there is a chance based on Luck (!rnl(2)) that the result will be 1, otherwise it is 0.
If none of the above apply, the result is generated by 1d(Luck+x), where x is:[2]
4 if you are on a co-aligned altar in a temple with a priest,
3 if you are on a co-aligned altar not in a temple (or the priest is missing), or
2 if you are not on an altar (which also caps the end result of the whole expression at 3).
Lookup number
Result
0
nothing
1
Fix one major problem
2
Fix all major problems
3
Fix all major problems or, if you have no major problems, fix one minor problem
4
Fix all major and minor problems
5+
Fix all major and minor problems, then grant a favor
A successful prayer will also give you a hint about your current alignment record, when your god's mood is described:
Feeling
Feeling (hallucination)
Alignment range
well-pleased
pleased as punch
14 or greater
pleased
ticklish
4 to 13
satisfied
full
0 to 3
Water prayer
Praying while standing on an altar on which there are potions of water will bless or curse these, turning them into holy water or unholy water. Which one you get is dependent on the alignments of you and the altar. If you are standing on a coaligned altar and your prayer is successful, the water will be blessed and you will also receive any other benefits of the prayer. If you are standing on another god's altar, the water will become cursed (unholy). Note that making a water prayer on another god's altar will anger your god (it technically counts as an unsuccessful prayer), so this should be done with extreme caution.
Favors
A favor, also known as a boon or prayer boon, is a special gift given to you by your god as a result of praying while in good standing. If your god decides to grant you a favor, the game chooses a random number x such that 0 <= x < (Luck+6)/2 rounded down[3], and uses the result as follows:-
x
Result
0
No favor.
1
Your weapon is uncursed if it is cursed, and blessed if it is uncursed. Any erosion is repaired. It is not made erodeproof. Only weapons and weapon-tools are eligible for this effect.
2
You either regain one lost experience level as though from a blessed potion of full healing, or otherwise gain 5 maximum hitpoints; in both cases your hitpoints are restored to maximum. Any drained strength is restored, and your nutrition is reset to 900 if it's lower than 900. (“You are surrounded by a golden glow.”)
3
First time: “Hark, mortal! To enter the castle, thou must play the right tune!” (“Hark, creature! ...” if not human). No effect.
Second time: Tune to enter the castle is revealed.
Subsequent times, or if the drawbridge has already been opened: Same as effect 2 above.
4
Uncurses all possessions (as blessed scroll of remove curse), except that a worn helm of opposite alignment will not be made uncursed.(“You are surrounded by a light blue aura.”) (“Your <item> softly glows amber.”) If blind (“You feel the power of <deity>.”)
5
You gain one intrinsic, selected in order from (Telepathy, Speed, Stealth). If you already possess all of them, you gain intrinsic protection as from an aligned priest, except without the natural AC limits. (“Thou hast pleased me with thy progress, and thus I grant thee the gift of <intrinsic>! Use it wisely in my name!”)
6
You get a blessed spellbook. (“A spellbook appears at your <feet>!”)
The game will generate a random spellbook according to the usual object generation probabilities, excluding novels. It will then re-roll another random spellbook up to xlvl times if it picks a spell you already have in your spellcasting Z menu, a spell school you are restricted in, or a blank spellbook (unless you're carrying a magic marker or have not yet identified the blank spellbook, in which case you're eligible to receive it).
The following information pertains to an upcoming version (NetHack 3.7). If this version is now released, please verify that it is still accurate, then update the page to incorporate this information.
There is a 25% chance that "Divine knowledge of <spell> fills your mind!" and you learn the spell directly without getting a book. Being illiterate does not influence these odds.
7+
If you are Pious, you are crowned. If already crowned or your alignment record is less than 20, same as effect 6 above.
Unsuccessful prayers
Unsuccessful prayers can happen for a variety of reasons, and have a variety of consequences, the most common of which is being smited.
Condition
Result
Polymorphed into an undead creature and attempting to pray to a lawful god (or a neutral god, 10% of the time)
If lawful, receive "Vile creature, thou durst call upon me?". If neutral, receive "Walk no more, perversion of nature!". Both then receive "You feel like you are falling apart." You return to natural form (even if wearing an amulet of unchanging), take 1d20 damage, and abuse your constitution.[4]
Prayer timeout is too high
Your god's anger is incremented by one, you lose 3 luck, and your god smites you.
Alignment or luck is negative, or your god is angry with you
Your god smites you.
Standing on a different god's altar and praying for unholy water
Your god's anger is incremented by one, you lose 3 luck, your prayer timeout is increased, and your god smites you.
Standing on a different god's altar and praying as normal
Your god (may?) become angry and/or smite you. You lose all divine protection.
Praying in Gehennom
Your god won't help you and may be angered.[5]
Strategy
Given its ability to fix a wide variety of troubles, prayer is a very helpful tool for escaping a tough situation, but the mechanics of prayer timeout mean that it can't be used twice in quick succession.
The successful prayer algorithm has the following implications:
If you have zero alignment and no worse than -2 Luck (e.g. an early pacifist or protection racketeer), there is a 50% chance that praying will fix one major problem (higher with Luck above 2).
If your alignment is positive, at least one major problem will be fixed.
If you are not on an altar, a favor will be granted only if you have no problems, and have high alignment. At most one minor problem will be fixed.
The chance of a minor problem not being fixed is 2/(Luck+2), assuming you have no major problems.
Praying can also play a part in altar farming, but runs the risk of being crowned, which may be considered undesirable since it permanently increases prayer timeout. Dropping or bagging your luckstone will decrease your Luck to at most 10, reducing (but not eliminating) the possibility of crowning.
If you can reduce your Luck to 9 or lower, you are safe from crowning. One portable way to do this is to break a mirror for a -2 Luck penalty. Be careful not to affect your Luck further by sacrificing too much or spending many turns without your luckstone.
If you don't have any reason to keep your alignment record high, you can prefer to lower it instead of Luck for the time of prayer. This allows you to receive all other profits from favors except for crowning, especially getting spellbooks (every time you'd be crowned instead). Sadly, there are only a few reliable ways to lower your alignment record anytime (without altering any other statistics). You can offer 0 zorkmids to a coaligned priest, pray at a cross-aligned altar (with no water on the altar), attack a creature while standing on an engraved Elbereth, or heal your pet as a chaotic non-healer. Monks who know the spell of stone to flesh can eat lots of meatballs. Knights can lower alignment by eating while satiated; meatballs are best for this as well. You can also attack enemies from atop an Elbereth engraving (a weak attack on a sessile monster is recommended to make this method reusable). Don't forget to check your alignment for not being piously aligned with a stethoscope, wand of enlightenment or a wand of probing. Alignment record is increased very easily, so check it before every prayer.
Encyclopedia entry
Whatever a man prays for, he prays for a miracle. Every
prayer reduces itself to this: Great God, grant that twice
two be not four.
[ Fathers and Sons, by Ivan Turgenev ]
References
↑ src/pray.c in NetHack 3.6.6, line 1804
↑ src/pray.c in NetHack 3.6.6, line 979
↑ src/pray.c in NetHack 3.6.6, line 1015
↑ src/pray.c in NetHack 3.6.6, line 1890
↑ src/pray.c in NetHack 3.6.6, line 1902
</spell></feet></intrinsic></deity></item></non-chaotic> |
# Category:Hack'EM alignment quests
This category contains articles about alignment-specific quests that appear in Hack'EM.
Pages in category "Hack'EM alignment quests"
The following 3 pages are in this category, out of 3 total.
C
Chaotic QuestL
Lawful QuestN
Neutral Quest |
# User:Zuzak/Messages
Assorted static pline() messages, taken from the NetHack code from which NAO is running on (so the line numbers might be slightly out).
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.
pline()
It's obscene! write.c, line 145
No mere dungeon adventurer could write that. write.c, line 148
You're enveloped in flames. mcastu.c, line 271
But you resist the effects. mcastu.c, line 274
You're covered in frost. mcastu.c, line 280
But you resist the effects. mcastu.c, line 283
Lucky for you, it didn't work! mcastu.c, line 346
Double Trouble... mcastu.c, line 352
A field of force surrounds you! mcastu.c, line 395
A sudden geyser slams into you from nowhere! mcastu.c, line 493
A pillar of fire strikes all around you! mcastu.c, line 498
A bolt of lightning strikes down at you from above! mcastu.c, line 516
Wounds appear on your body! mcastu.c, line 648
Severe wounds appear on your body! mcastu.c, line 650
They won't hear you out there. sounds.c, line 855
Talking to yourself is a bad habit for a dungeoneer. sounds.c, line 899
That is not anatomically possible. options.c, line 1455
That is not anatomically possible. options.c, line 1463
Doing that so many times isn't very fruitful. options.c, line 1828
out of menu map space. options.c, line 2883
Where is shopdoor? shknam.c, line 372
Cannot unlink old bones. bones.c, line 216
Insufficient space to create bones file. bones.c, line 354
Discarding unuseable bones; no need to panic... bones.c, line 401
But wait... mon.c, line 1383
Maybe not... mon.c, line 1808
That was probably a bad idea... mon.c, line 1896
Whoopsie-daisy! mon.c, line 1897
... and returns to normal. mon.c, line 1931
Exercise: attrib.c, line 268
exerper: Hunger checks attrib.c, line 317
exerper: Encumber checks attrib.c, line 335
exerper: Status checks attrib.c, line 350
exerchk: testing. attrib.c, line 381
Unfortunately you cannot see what it says. mail.c, line 458
It appears to be all gibberish. mail.c, line 595
Boing! muse.c, line 1116
Boing! muse.c, line 1127
Fortunately, you are wearing a hard helmet. muse.c, line 1426
Oh, what a pretty fire! muse.c, line 1454
A large bubble rises to the surface and pops. fountain.c, line 84
Water sprays all over you. fountain.c, line 100
Water gushes forth from the overflowing fountain! fountain.c, line 122
Wow! This makes you feel great! fountain.c, line 209
A wisp of vapor escapes the fountain... fountain.c, line 224
This water's no good! fountain.c, line 282
Then it passes. fountain.c, line 297
But it disappears. fountain.c, line 301
This water gives you bad breath! fountain.c, line 329
This tepid water is tasteless. fountain.c, line 343
A freezing mist rises from the water and envelopes the sword. fountain.c, line 368
From the murky depths, a hand reaches up to bless the sword. fountain.c, line 377
As the hand retreats, the fountain disappears! fountain.c, line 378
A feeling of loss comes over you. fountain.c, line 416
An urge to take a bath overwhelms you. fountain.c, line 444
Far below you, you see coins glistening in the water. fountain.c, line 486
It seems quite tasty. fountain.c, line 526
Some dirty water backs up in the drain. fountain.c, line 563
But it quiets down. fountain.c, line 571
Yuk, this water tastes awful. fountain.c, line 573
Gaggg... this tastes like sewage! You vomit. fountain.c, line 577
This water contains toxic wastes! fountain.c, line 581
From the murky drain, a hand reaches up... --oops-- fountain.c, line 593
Made knox portal. mklev.c, line 1593
Can't open rumors file! rumors.c, line 131
What a pity that you cannot read it! rumors.c, line 156
It reads: rumors.c, line 176
Can't open oracles file! rumors.c, line 281
Crash! The ceiling collapses around you! dig.c, line 96
This tree seems to be petrified. dig.c, line 232
KADOOM! The boulder falls in! dig.c, line 694
Clash! dig.c, line 899
Clang! dig.c, line 922
MAXRECT may be too small. rect.c, line 139
Somebody tries to rob you, but finds nothing to steal. steal.c, line 254
Without limbs, you cannot loot anything. pickup.c, line 1527
It develops a huge set of teeth and bites you! pickup.c, line 1566
The exchequer accepts your contribution. pickup.c, line 1710
The exchequer accepts your contribution. pickup.c, line 1719
Ok, now there is loot here. pickup.c, line 1727
That would be an interesting topological exercise. pickup.c, line 1886
This doorway has no door. lock.c, line 89
This door is broken. lock.c, line 95
This doorway has no door. lock.c, line 387
This door is broken. lock.c, line 393
You're too small to pull the door open. lock.c, line 557
This doorway has no door. lock.c, line 653
This door is broken. lock.c, line 660
This door is already closed. lock.c, line 665
You're too small to push the door closed. lock.c, line 675
Klunk! lock.c, line 710
Klick! lock.c, line 719
A door appears in the wall! lock.c, line 757
KABOOM!! You see a door explode. lock.c, line 838
It's too heavy. dothrow.c, line 87
Ouch! dothrow.c, line 474
It blinds you! dothrow.c, line 774
Fortunately, you are wearing a hard helmet. dothrow.c, line 809
Splat! dothrow.c, line 1688
What a mess! dothrow.c, line 1691
Splash! dothrow.c, line 1695
Fortunately, you are wearing a helmet! dothrow.c, line 1742
Ouch! region.c, line 822
It's not very comfortable... sit.c, line 69
A voice echoes: sit.c, line 205
A voice echoes: sit.c, line 213
A voice echoes: sit.c, line 219
An image forms in your mind. sit.c, line 233
Males can't lay eggs! sit.c, line 284
There's a tiger in your tank. pray.c, line 405
Suddenly a bolt of lightning comes down at you from the heavens! pray.c, line 469
Suddenly, a bolt of lightning strikes you! pray.c, line 480
For some reason you're unaffected. pray.c, line 484
It seems not to affect you. pray.c, line 489
A wide-angle disintegration beam hits you! pray.c, line 504
You'll regret this infamous offense! pray.c, line 1172
So this is how you repay loyalty? pray.c, line 1228
An invisible choir sings, and you are bathed in radiance... pray.c, line 1295
Overall, there is a smell of fried onions. pray.c, line 1462
Unfortunately, your voice falters. pray.c, line 1714
KABOOM!! You see a door explode. monmove.c, line 28
A wave of psychic energy pours over you! monmove.c, line 414
It feels quite soothing. monmove.c, line 417
No count allowed with this command. invent.c, line 1031
Not applicable. invent.c, line 1340
That was all. invent.c, line 1523
No applicable objects. invent.c, line 1524
That was all. invent.c, line 1580
Not carrying anything. invent.c, line 2217
No used-up objects on your shopping bill. invent.c, line 2665
But you can't reach it! invent.c, line 2816
Select an inventory slot letter. invent.c, line 3304
A huge hole opens up... zap.c, line 146
Unfortunately, nothing happens. zap.c, line 1793
Boing! zap.c, line 1890
You've set yourself afire! zap.c, line 1933
Idiot! You've shot yourself! zap.c, line 1966
A trap door beneath you closes up then vanishes. zap.c, line 2361
It seems even stronger than before. zap.c, line 3382
For some reason you are not affected. zap.c, line 3458
Steam billows from the fountain. zap.c, line 3609
Nothing fitting that description exists in the game. zap.c, line 4119
My brain hurts! do_wear.c, line 339
It constricts your throat! do_wear.c, line 628
Suddenly you are transparent, but there! do_wear.c, line 737
Suddenly you cannot see yourself. do_wear.c, line 844
Don't even bother. do_wear.c, line 1426
... into a pile of dust. dog.c, line 70
Brrooaa... You land hard at some distance. mhitu.c, line 263
It tries to move where you are hiding. mhitu.c, line 397
It gets stuck on you. mhitu.c, line 431
But none comes. mhitu.c, line 503
The silver sears your flesh! mhitu.c, line 948
You're covered in frost! mhitu.c, line 1007
Unfortunately your brain is still gone. mhitu.c, line 1104
Some writing vanishes from your head! mhitu.c, line 1439
You're covered in acid, but it seems harmless. mhitu.c, line 1458
You're covered in acid!It burns! mhitu.c, line 1461
Was that the touch of death? mhitu.c, line 1493
Lucky for you, it didn't work! mhitu.c, line 1511
Yuck! mhitu.c, line 1545
Ouch! You've been slimed! mhitu.c, line 1739
It caresses you... mhitu.c, line 2183
and puts it on your finger. mhitu.c, line 2222
That was a very educational experience. mhitu.c, line 2344
It misses. mthrowu.c, line 65
It doesn't seem to hurt you. mthrowu.c, line 79
It burns! mthrowu.c, line 81
It is missed. mthrowu.c, line 160
Its flesh is seared! mthrowu.c, line 198
It is burned! mthrowu.c, line 207
Yecch! You've been creamed. mthrowu.c, line 397
Whang! mthrowu.c, line 810
Clink! mthrowu.c, line 814
Clonk! mthrowu.c, line 816
Unfortunately sound does not carry well through rock. cmd.c, line 492
Any special ability you may have is purely reflexive. cmd.c, line 495
Explore mode is for local games, not public servers. cmd.c, line 507
Beware! From explore mode there will be no return to normal game. cmd.c, line 511
Resuming normal game. cmd.c, line 532
Unavailable command '^W'. cmd.c, line 561
Unavailable command '^I'. cmd.c, line 570
Unavailable command '^F'. cmd.c, line 592
Unavailable command '^G'. cmd.c, line 601
Unavailable command '^O'. cmd.c, line 610
Unavailable command '^E'. cmd.c, line 619
Unavailable command '^V'. cmd.c, line 628
What a strange direction! cmd.c, line 3126
Where do you want to travel to? cmd.c, line 3490
No port-specific debug capability defined. cmd.c, line 3547
u_on_sstairs: picking random spot dungeon.c, line 1120
I've never heard of such monsters. polyself.c, line 251
But none arrive. polyself.c, line 920
A wave of psychic energy pours out. polyself.c, line 1083
Strangely, you feel better than before. polyself.c, line 1290
rooms not closed by -1? mkroom.c, line 138
What would you write? "Jonah was here"? engrave.c, line 496
Writing a poison pen letter?? engrave.c, line 834
but nothing happens. mhitm.c, line 453
An enormous ghost appears next to you! priest.c, line 390
enexto() called with mdat==0 teleport.c, line 120
A mysterious force prevents you from teleporting! teleport.c, line 407
Being unconscious, you cannot control your teleport. teleport.c, line 427
Sorry... teleport.c, line 448
This is a vault teleport, usable once only. teleport.c, line 466
Oops... teleport.c, line 600
Oops... teleport.c, line 607
An energized cloud of dust begins to coalesce. teleport.c, line 656
(In fact, you're on Cloud 9!) teleport.c, line 725
Unfortunately, you don't know how to fly. teleport.c, line 737
Sorry... teleport.c, line 788
Don't be ridiculous! wield.c, line 241
Don't be ridiculous! wield.c, line 296
Note: Please use #quit if you wish to exit the game. wield.c, line 344
That ammunition is already readied! wield.c, line 363
A voice booms out... wizard.c, line 514
Program in disorder - you should probably S)ave and reload the game. pline.c, line 346
(For instructions type a ?) do_name.c, line 149
Done. do_name.c, line 272
I see no monster there. do_name.c, line 370
However, you can squeeze yourself into a small opening. hack.c, line 295
You cannot pass through the bars. hack.c, line 566
It's a wall. hack.c, line 585
Ouch! You bump into a door. hack.c, line 612
That door is closed. hack.c, line 615
It's hard to walk in thin air. hack.c, line 918
Sting cuts through the web! hack.c, line 1198
that's strange, unknown mintrap result! hack.c, line 1367
Its blow glances off your helmet. hack.c, line 1542
Welcome to David's treasure zoo! hack.c, line 1750
But it's kind of slimy, so you drop it. hack.c, line 1853
Warning: no monster. makemon.c, line 894
rndmonst: no common mons! makemon.c, line 1224
Cannot open live log file! files.c, line 2594
An alarm sounds! shk.c, line 338
But no one seems to respond to it. shk.c, line 347
Pay whom? shk.c, line 1170
Try again... shk.c, line 1178
But you have some gold stashed away. shk.c, line 1236
But you have hidden gold! shk.c, line 1255
That debt is partially offset by your credit. shk.c, line 1400
Maybe you have some gold stashed away? shk.c, line 1432
Thank you, scum! shk.c, line 2654
Suddenly, the shop door reappears! shk.c, line 3098
Suddenly, the floor damage is gone! shk.c, line 3100
Suddenly, the trap is removed from the floor! shk.c, line 3102
Monsters sense the presence of you. detect.c, line 635
Oh wow... like a kaleidoscope! detect.c, line 847
Its mouth opens! detect.c, line 1117
What are you looking for? The exit? detect.c, line 1177
Using your camera underwater would void the warranty. apply.c, line 59
You've got the glop off. apply.c, line 145
Leash yourself? Very funny... apply.c, line 438
This leash is not attached to that creature. apply.c, line 474
Huh? That doesn't look like you! apply.c, line 632
But the sound is muffled. apply.c, line 760
But it makes no sound. apply.c, line 764
Things open around you... apply.c, line 840
Sorry, fire and water don't mix. apply.c, line 926
This is not a diving lamp. apply.c, line 1068
Sorry, I don't know how to use that. apply.c, line 1175
Rubbing the electric lamp is not particularly rewarding. apply.c, line 1198
Anyway, nothing exciting happens. apply.c, line 1199
You've got to be kidding! apply.c, line 1230
This calls for swimming, not jumping! apply.c, line 1237
Where do you want to jump? apply.c, line 1287
Illegal move! apply.c, line 1297
Too far! apply.c, line 1300
That's too insubstantial to tin. apply.c, line 1416
Nothing seems to happen. apply.c, line 1579
null figurine in fig_transform() apply.c, line 1607
You feel something shatter. apply.c, line 1877
Oh, wow, look at the pretty shards. apply.c, line 1879
Oh wow, man: Fractals! apply.c, line 1894
Why beat a dead horse? apply.c, line 2168
A monster is there that you couldn't see. apply.c, line 2246
Too far! apply.c, line 2399
Too close! apply.c, line 2402
Too far! apply.c, line 2505
A wall of force smashes down around you! apply.c, line 2676
In order to eat, use the 'e' command. apply.c, line 2936
Opening the tin will be much easier if you wield the tin opener. apply.c, line 2938
Sorry, I don't know how to use that. apply.c, line 3014
Do chunks miss? dbridge.c, line 463
Mon can't survive here dbridge.c, line 559
Jump succeeds! dbridge.c, line 580
Doing relocation. dbridge.c, line 607
Checking new square for occupancy. dbridge.c, line 615
Far out! Everything is all cosmic again! potion.c, line 185
Oh, bummer! Everything is dark! Help! potion.c, line 209
A cloud of darkness falls upon you. potion.c, line 211
This bottle turns out to be empty. potion.c, line 308
If you can't breathe air, how can you drink liquid? potion.c, line 332
Do you know what lives in this water! potion.c, line 355
Ulch! This makes you feel mediocre! potion.c, line 422
This tastes like water. potion.c, line 451
This burns like acid! potion.c, line 460
This burns like acid! potion.c, line 487
For some reason, you feel your presence is known. potion.c, line 549
Yecch! This stuff tastes like poison. potion.c, line 656
Fortunately, you have been immunized. potion.c, line 670
What a trippy feeling! potion.c, line 699
Huh, What? Where am I? potion.c, line 702
Ulch! That potion tasted foul! potion.c, line 710
It tasted bad. potion.c, line 771
Magical energies course through your body. potion.c, line 851
Ahh, a refreshing drink. potion.c, line 867
This tastes like castor oil. potion.c, line 875
That was smooth! potion.c, line 877
Ulch! That potion smells terrible! potion.c, line 1192
It suddenly gets dark. potion.c, line 1280
It boils vigorously! potion.c, line 1439
That is a potion bottle, not a Klein bottle! potion.c, line 1582
Nothing seems to happen. potion.c, line 1673
BOOM! They explode! potion.c, line 1684
Interesting... potion.c, line 1939
It turns out to be empty. potion.c, line 1952
These runes were just too much to comprehend. spell.c, line 130
Vlad's doppelganger is amused. spell.c, line 227
At least one of your artifacts is cursed... spell.c, line 246
Oh my! Your name appears in the book! spell.c, line 309
This spellbook is too faint to be read any more. spell.c, line 349
This spellbook is all blank. spell.c, line 405
It invokes nightmarish images in your mind... spell.c, line 730
You're joking! In this weather? spell.c, line 974
Where do you want to cast the spell? spell.c, line 979
A throne. objnam.c, line 2385
A sink. objnam.c, line 2393
A pool. objnam.c, line 2401
A pool of molten lava. objnam.c, line 2410
A grave. objnam.c, line 2438
A tree. objnam.c, line 2445
Iron bars. objnam.c, line 2453
Now you can cross it! do.c, line 90
It sinks without a trace! do.c, line 118
Splash! do.c, line 203
Plop! do.c, line 205
Several flies buzz angrily around the sink. do.c, line 293
Static electricity surrounds the sink. do.c, line 296
Several flies buzz around the sink. do.c, line 337
Unspeakable cruelty and harm lurk down there. do.c, line 812
So be it. do.c, line 815
NetHack is out of disk space for making levels! do.c, line 914
A mysterious force momentarily surrounds you... do.c, line 1009
A mysterious force prevents you from descending. do.c, line 1023
Probably someone removed it. do.c, line 1106
It is hot here. You smell smoke... do.c, line 1286
An alarm sounds! do.c, line 1346
A voice whispers: \"Thou hast been worthy of me!\" do.c, line 1398
An angel appears near you. do.c, line 1405
You've got the glop off. do.c, line 1616
Floating in the air, you miss wildly! dokick.c, line 172
It doesn't come loose. dokick.c, line 479
It comes loose. dokick.c, line 487
Thump! dokick.c, line 540
There's not enough room to kick down here. dokick.c, line 669
Crash! You kick open a secret passage! dokick.c, line 817
CRASH! You destroy it. dokick.c, line 836
CRASH! You destroy the throne. dokick.c, line 838
You've attracted the tree's former occupants! dokick.c, line 934
Klunk! The pipes vibrate noisily. dokick.c, line 951
Klunk! dokick.c, line 952
Ouch! That hurts! dokick.c, line 1001
Dumb move! You strain a muscle. dokick.c, line 1030
As you kick the door, it shatters to pieces! dokick.c, line 1055
As you kick the door, it crashes open! dokick.c, line 1059
WHAMMM!!! dokick.c, line 1091
It is destroyed! music.c, line 309
A chasm opens up under you! music.c, line 322
What you produce is quite far from music... music.c, line 380
Dump file not created. end.c, line 178
Dump file not created. end.c, line 253
But wait... end.c, line 818
Unfortunately you are still genocided... end.c, line 831
Cannot open data file! pager.c, line 314
? Seek error on 'data' file! pager.c, line 426
I don't have any information on those things. pager.c, line 441
Pick an object. pager.c, line 518
I've never heard of such things. pager.c, line 738
I can't see a trap there. pager.c, line 788
Cannot open data file! pager.c, line 803
I've never heard of such commands. pager.c, line 854
It reads: read.c, line 170
As you read the scroll, it disappears. read.c, line 216
Being so trippy, you screw up... read.c, line 219
This seems to be junk mail addressed to the finder of the Eye of Larn. read.c, line 746
This scroll seems to be blank. read.c, line 973
This is an identify scroll. read.c, line 1127
This is a charging scroll. read.c, line 1152
Wow! Modern art. read.c, line 1161
A map coalesces in your mind! read.c, line 1183
Unfortunately, you can't grasp the details. read.c, line 1189
As your mind turns inward on itself, you forget everything else. read.c, line 1199
Who was that Maud person anyway? read.c, line 1201
Thinking of Maud you forget everything else. read.c, line 1203
Fortunately, you are wearing a hard helmet. read.c, line 1336
Where do you want to center the cloud? read.c, line 1368
It seems even darker in here than before. read.c, line 1431
A lit field surrounds you! read.c, line 1461
All such monsters are already nonexistent. read.c, line 1562
That symbol does not represent any monster. read.c, line 1582
A thunderous voice booms through the caverns: read.c, line 1728
A ball and chain appears, then falls away. read.c, line 1829
I've never heard of such monsters. read.c, line 1929
Someone else has entered the Vault. vault.c, line 242
A mysterious force moves the gold into the vault. vault.c, line 427
Water turbulence affects your movements. mkmaze.c, line 1087
Saddle yourself? Very funny... steed.c, line 65
I see nobody there. steed.c, line 71
Shame on you! steed.c, line 92
Maybe you should find a designated driver. steed.c, line 207
I see nobody there. steed.c, line 245
It felt good to get out of the rain. steed.c, line 519
Be careful! New moon tonight. allmain.c, line 106
Watch out! Bad things can happen on Friday the 13th. allmain.c, line 110
Wait! There's a hidden monster there! uhitm.c, line 180
Splat! uhitm.c, line 815
Some hell-p has arrived! uhitm.c, line 1193
Unfortunately, digesting any of it is fatal. uhitm.c, line 1786
A hail of magic missiles narrowly misses you! uhitm.c, line 2243
A trap door opens up under you! trap.c, line 342
There's a gaping hole under you! trap.c, line 344
An arrow shoots out at you! trap.c, line 645
A little dart shoots out at you! trap.c, line 672
Fortunately, you are wearing a hard helmet. trap.c, line 714
A board beneath you squeaks loudly. trap.c, line 741
A cloud of gas puts you to sleep! trap.c, line 788
Fortunately it has a bottom after all... trap.c, line 900
How pitiful. Isn't that the pits? trap.c, line 904
Click! You trigger a rolling boulder trap! trap.c, line 1169
Fortunately for you, no boulder was released. trap.c, line 1174
Suddenly the rolling boulder disappears! trap.c, line 1455
How pitiful. Isn't that the pits? trap.c, line 1956
Kaablamm! You hear an explosion in the distance! trap.c, line 2104
It feels as though you've lost some weight. trap.c, line 2259
Up, up, and awaaaay! You're walking on air! trap.c, line 2270
Its contents fall out. trap.c, line 2627
A potion explodes! trap.c, line 2728
In desperation, you drop your purse. trap.c, line 2798
But you aren't drowning. trap.c, line 2874
Pheew! That was close. trap.c, line 2943
But in vain. trap.c, line 2948
You're still drowning. trap.c, line 2958
You're too strained to do that. trap.c, line 2988
And just how do you expect to do that? trap.c, line 2992
Whoops... trap.c, line 3129
Try filling the pit instead. trap.c, line 3478
This door is safely open. trap.c, line 3564
This door is broken. trap.c, line 3567
This door was not trapped. trap.c, line 3594
Suddenly you are frozen in place! trap.c, line 3749
What a groovy feeling! trap.c, line 3763
You're still burning. trap.c, line 3997
Batteries have not been invented yet. timeout.c, line 729
Kaboom!!! Boom!! Boom!! timeout.c, line 1222
Startled, you drop the iron ball. ball.c, line 20
Fortunately, you are wearing a hard helmet. ball.c, line 36
Saved game was not yours. restore.c, line 370
Be seeing you... restore.c, line 530
Strange, this map is not as I remember it. restore.c, line 715
Somebody is trying some trickery here... restore.c, line 716
This game is void. restore.c, line 717
set_wall_type: wall mode problems with: display.c, line 1914
Saving... save.c, line 73
Probably someone removed it. save.c, line 387
Eating that is instantly fatal. eat.c, line 497
Yum! That was real brain food! eat.c, line 908
For some reason, that tasted bland. eat.c, line 914
It turns out to be empty. eat.c, line 1040
It contains spinach. eat.c, line 1104
It is not so easy to open this tin. eat.c, line 1171
Everything suddenly goes dark. eat.c, line 1209
It doesn't seem at all sickening, though... eat.c, line 1265
Ecch - that must have been poisonous! eat.c, line 1291
That tripe ration was surprisingly good! eat.c, line 1390
Yak - dog food! eat.c, line 1395
Segmentation fault -- core dumped. eat.c, line 1430
Bus error -- core dumped. eat.c, line 1432
Yo' mama -- core dumped. eat.c, line 1433
Delicious! Must be a Macintosh! eat.c, line 1439
Ugh. Rotten egg. eat.c, line 1443
Suddenly you can see yourself. eat.c, line 1498
Yabba-dabba delicious! eat.c, line 1639
If you can't breathe air, how can you consume solids? eat.c, line 1875
This ring is indigestible! eat.c, line 1932
Ecch - that must have been poisonous! eat.c, line 1971
You're having a hard time getting all of it down. eat.c, line 2203
You()
You need hands to be able to write! write.c, line 84
You are hit by a shower of missiles! mcastu.c, line 288
You seem no deader than before. mcastu.c, line 335
You have an out of body experience. mcastu.c, line 338
You suddenly feel weaker! mcastu.c, line 406
You stiffen briefly. mcastu.c, line 602
You are frozen in place! mcastu.c, line 606
You suddenly realize it is unnaturally quiet. sounds.c, line 170
You freeze for a moment. sounds.c, line 633
You discover that your other head makes boring conversation. sounds.c, line 895
You lose magical energy! artifact.c, line 837
You absorb magical energy! artifact.c, line 846
You are surrounded by a shimmering sphere! artifact.c, line 1325
You have a sad feeling for a moment, then it passes. mon.c, line 1718
You murderer! mon.c, line 1871
You are not harmed. muse.c, line 1468
You spot a gem in the sparkling waters! fountain.c, line 139
You feel transparent. fountain.c, line 294
You feel very self-conscious. fountain.c, line 296
You see an image of someone stalking you. fountain.c, line 300
You lost some of your gold in the fountain! fountain.c, line 448
You lost some of your money in the fountain! fountain.c, line 467
You take a sip of very cold water. fountain.c, line 520
You take a sip of very warm water. fountain.c, line 522
You take a sip of scalding hot water. fountain.c, line 524
You find a ring in the sink! fountain.c, line 558
You undergo a freakish metamorphosis! fountain.c, line 583
You are unharmed! explode.c, line 318
You are standing at the top of a stairwell leading down! mklev.c, line 1461
You have no money. rumors.c, line 310
You don't even have enough money for that! rumors.c, line 327
You are jerked back by your pet! dig.c, line 580
You fall through... dig.c, line 603
You disturb the honorable dead! dig.c, line 776
You have violated the sanctity of this grave! dig.c, line 779
You unearth a corpse. dig.c, line 785
You don't have enough leverage. dig.c, line 879
You need an axe to cut down a tree. dig.c, line 925
You need a pick to dig rock. dig.c, line 927
You attempt a teleport spell. dig.c, line 1518
You are physically incapable of picking anything up. pickup.c, line 436
You rebalance your load. Movement is difficult. pickup.c, line 1461
You rebalance your load. Movement is still difficult. pickup.c, line 1477
You carefully open the bag... pickup.c, line 1565
You have no hands. pickup.c, line 1599
You need to dig up the grave to effectively loot it... pickup.c, line 1731
You have to be at a container to loot it. pickup.c, line 1765
You must be kidding. pickup.c, line 1883
You have no hands! pickup.c, line 2192
You must put it down to unlock. pickup.c, line 2200
You don't have anything to put in. pickup.c, line 2256
You don't have anything to put in. pickup.c, line 2324
You cannot lock an open door. lock.c, line 92
You give up your attempt to force the lock. lock.c, line 140
You give up your attempt to force the lock. lock.c, line 156
You succeed in forcing the lock. lock.c, line 165
You cannot lock an open door. lock.c, line 390
You resume your attempt to force the lock. lock.c, line 460
You decide not to force the issue. lock.c, line 495
You are in the way! lock.c, line 627
You cannot throw an object at yourself. dothrow.c, line 91
You are physically incapable of throwing anything. dothrow.c, line 207
You are physically incapable of doing that. dothrow.c, line 294
You have no ammunition readied! dothrow.c, line 302
You have nothing appropriate for your quiver! dothrow.c, line 310
You fill your quiver: dothrow.c, line 313
You crash into some iron bars. Ouch! dothrow.c, line 485
You smack into something! dothrow.c, line 496
You come to an abrupt halt! dothrow.c, line 522
You turn to stone. dothrow.c, line 819
You smell a peculiar odor... dothrow.c, line 1582
You cannot throw gold at yourself. dothrow.c, line 1716
You cough and spit blood! region.c, line 914
You cough! region.c, line 918
You notice you have no gold! sit.c, line 15
You notice you have no money! sit.c, line 32
You tumble in place. sit.c, line 55
You are sitting on air. sit.c, line 57
You sit down on a spike. Ouch! sit.c, line 81
You sit down in the pit. sit.c, line 85
You sit in the spider web and get entangled further! sit.c, line 88
You sit in the lava! sit.c, line 92
You sit down. sit.c, line 100
You sit down on the muddy bottom. sit.c, line 107
You sit in the water. sit.c, line 110
You are granted an insight! sit.c, line 253
You don't have enough energy to lay an egg. sit.c, line 289
You lay an egg. sit.c, line 300
You can breathe again. pray.c, line 291
You are back on solid ground. pray.c, line 296
You fry to a crisp. pray.c, line 544
You are not standing on an altar. pray.c, line 1128
You find the idea very satisfying. pray.c, line 1169
You are terrified, and unable to move. pray.c, line 1208
You have a sudden sense of a new direction. pray.c, line 1366
You have a feeling of inadequacy. pray.c, line 1442
You realize that the gods are not like you and I. pray.c, line 1456
You have a hopeful feeling. pray.c, line 1458
You have a feeling of reconciliation. pray.c, line 1464
You are surrounded by a shimmering light. pray.c, line 1594
You don't know how to turn undead! pray.c, line 1674
You get released! monmove.c, line 220
You sense a faint wave of psychic energy. monmove.c, line 411
You see a door unlock and open. monmove.c, line 1078
You see a door open. monmove.c, line 1095
You see a door crash open. monmove.c, line 1113
You are not carrying any gold. invent.c, line 1053
You can only throw one item at a time. invent.c, line 1112
You don't have that object. invent.c, line 1125
You are not wearing any armor. invent.c, line 1343
You are not wielding anything. invent.c, line 1347
You are not wearing rings. invent.c, line 1350
You are not wearing an amulet. invent.c, line 1353
You are not wearing a blindfold. invent.c, line 1356
You have no gold. invent.c, line 1366
You have already identified all of your possessions. invent.c, line 1600
You aren't carrying anything. invent.c, line 2597
You are not carrying any unpaid objects. invent.c, line 2672
You have no such objects. invent.c, line 2680
You try to feel what is here. invent.c, line 2807
You are not wearing any armor. invent.c, line 3045
You are not wearing any rings. invent.c, line 3073
You are not wearing an amulet. invent.c, line 3090
You are not using any tools. invent.c, line 3121
You are not wearing or wielding anything. invent.c, line 3139
You wrest one last charge from the worn-out wand. zap.c, line 1760
You bash yourself! zap.c, line 1893
You shock yourself! zap.c, line 1904
You zap yourself, but seem unharmed. zap.c, line 1909
You explode a fireball on top of yourself! zap.c, line 1922
You imitate a popsicle! zap.c, line 1952
You speed up. zap.c, line 2018
You don't feel sleepy! zap.c, line 2032
You irradiate yourself with pure energy! zap.c, line 2063
You die. zap.c, line 2064
You shudder in dread. zap.c, line 2078
You skillfully catch the boomerang. zap.c, line 2886
You don't feel hot! zap.c, line 3093
You don't feel cold. zap.c, line 3108
You don't feel sleepy. zap.c, line 3118
You are not disintegrated. zap.c, line 3126
You seem unaffected. zap.c, line 3146
You aren't affected. zap.c, line 3150
You aren't affected. zap.c, line 3162
You pass through the now-solid rock. zap.c, line 3660
You are firmly stuck in the cooling rock. zap.c, line 3664
You aren't hurt! zap.c, line 3938
You may wish for an object. zap.c, line 4106
You walk very quietly. do_wear.c, line 124
You sure are noisy. do_wear.c, line 173
You don't feel like yourself. do_wear.c, line 617
You suddenly inhale an unhealthy amount of water! do_wear.c, line 664
You can breathe more easily! do_wear.c, line 672
You can see! do_wear.c, line 938
You still cannot see. do_wear.c, line 963
You can see again. do_wear.c, line 973
You are not wearing that. do_wear.c, line 1097
You are not wearing that. do_wear.c, line 1150
You cannot wear a shield while wielding two weapons. do_wear.c, line 1329
You have no feet... do_wear.c, line 1338
You narrowly avoid losing all chance at your goal. do_wear.c, line 1441
You are suddenly overcome with shame and change your mind. do_wear.c, line 1443
You cannot make the ring stick to your body. do_wear.c, line 1509
You cannot remove your gloves to put on the ring. do_wear.c, line 1542
You cannot free your weapon hands to put on the ring. do_wear.c, line 1547
You cannot free your weapon hand to put on the ring. do_wear.c, line 1552
You no longer have a second weapon readied. do_wear.c, line 1900
You no longer have ammunition readied. do_wear.c, line 1904
You are not wearing anything. do_wear.c, line 2051
You get a bad feeling about this. dog.c, line 107
You slow down. mhitu.c, line 141
You get regurgitated! mhitu.c, line 227
You roast! mhitu.c, line 987
You get zapped! mhitu.c, line 1019
You are put to sleep! mhitu.c, line 1035
You don't seem harmed. mhitu.c, line 1066
You momentarily stiffen. mhitu.c, line 1124
You are frozen! mhitu.c, line 1126
You turn to stone... mhitu.c, line 1212
You are being crushed. mhitu.c, line 1251
You rust! mhitu.c, line 1354
You rot! mhitu.c, line 1371
You are getting even more confused. mhitu.c, line 1483
You are getting confused. mhitu.c, line 1484
You are unaffected. mhitu.c, line 1536
You don't feel very well. mhitu.c, line 1539
You are pummeled with debris! mhitu.c, line 1730
You are covered with a seemingly harmless goo. mhitu.c, line 1736
You are covered in slime! It burns! mhitu.c, line 1740
You seem unhurt. mhitu.c, line 1761
You are freezing to death! mhitu.c, line 1774
You are burning to a crisp! mhitu.c, line 1784
You duck some of the blast. mhitu.c, line 1847
You get blasted! mhitu.c, line 1850
You are blinded by a blast of light! mhitu.c, line 1863
You get the impression it was not terribly bright. mhitu.c, line 1867
You are caught in a blast of kaleidoscopic light! mhitu.c, line 1879
You seem unaffected by it. mhitu.c, line 1889
You turn to stone... mhitu.c, line 1946
You are getting more and more confused. mhitu.c, line 1963
You are down in the dumps. mhitu.c, line 2297
You have a curious feeling... mhitu.c, line 2312
You explode! mhitu.c, line 2523
You are hit! mthrowu.c, line 69
You shriek. cmd.c, line 490
You don't have a special ability in your normal form! cmd.c, line 496
You are now in non-scoring explore mode. cmd.c, line 527
You are already that experienced. cmd.c, line 660
You are already as inexperienced as you can get. cmd.c, line 663
You are already as experienced as you can get. cmd.c, line 671
You would never recognize another one. cmd.c, line 1653
You cannot polymorph into that. polyself.c, line 256
You merge with your scaly armor. polyself.c, line 271
You turn to stone! polyself.c, line 390
You no longer seem to be petrifying. polyself.c, line 408
You no longer feel sick. polyself.c, line 412
You slip out of the iron chain. polyself.c, line 545
You orient yourself on the web. polyself.c, line 558
You break out of your armor! polyself.c, line 578
You seep right through your shirt! polyself.c, line 617
You become much too small for your shirt! polyself.c, line 618
You can no longer hold your shield! polyself.c, line 651
You don't have enough energy to breathe! polyself.c, line 749
You are not chained to anything! polyself.c, line 783
You must be on the ground to spin a web. polyself.c, line 797
You cannot spin webs while stuck in a trap. polyself.c, line 838
You spin a web, covering up the pit. polyself.c, line 844
You make the web thicker. polyself.c, line 858
You spin a web, jamming the trigger. polyself.c, line 868
You have triggered a trap! polyself.c, line 883
You lack the energy to send forth a call for help! polyself.c, line 911
You call upon your brethren for help! polyself.c, line 917
You lack the energy to use your special gaze! polyself.c, line 950
You turn to stone... polyself.c, line 1039
You gaze at no place in particular. polyself.c, line 1047
You are already hiding. polyself.c, line 1057
You concentrate but lack the energy to maintain doing so. polyself.c, line 1076
You concentrate. polyself.c, line 1082
You see a message scrawled in blood here. engrave.c, line 347
You disturb the undead! engrave.c, line 558
You wipe out the message here. engrave.c, line 812
You will overwrite the current message. engrave.c, line 943
You damage it, you pay for it! engrave.c, line 1061
You are blinded by the flash! engrave.c, line 1126
You experience a strange sense of peace. priest.c, line 375
You have an eerie feeling... priest.c, line 379
You sense a presence close by! priest.c, line 391
You are frightened to death, and unable to move. priest.c, line 395
You haven't discovered anything yet... o_init.c, line 419
You don't know that spell. teleport.c, line 496
You are not able to teleport at will. teleport.c, line 497
You cease to exist. teleport.c, line 650
You arrive in heaven. teleport.c, line 719
You are now high above the clouds... teleport.c, line 728
You plummet a few thousand feet to your death. teleport.c, line 738
You activated a magic portal! teleport.c, line 823
You are momentarily blinded by a flash of light. teleport.c, line 873
You are momentarily disoriented. teleport.c, line 875
You have an uneasy feeling about wielding cold iron. wield.c, line 187
You are already wielding that! wield.c, line 250
You cannot wield that! wield.c, line 272
You have no secondary weapon readied. wield.c, line 321
You now have no ammunition readied. wield.c, line 356
You already have no ammunition readied! wield.c, line 359
You cannot ready that! wield.c, line 375
You switch to your primary weapon. wield.c, line 530
You begin two-weapon combat. wield.c, line 539
You can no longer use two weapons at once. wield.c, line 589
You would never recognize it anyway. do_name.c, line 337
You would never recognize another one. do_name.c, line 585
You eat the boulder. hack.c, line 363
You wobble unsteadily for a moment. hack.c, line 456
You crash to the floor! hack.c, line 465
You ooze under the door. hack.c, line 595
You try to ooze under the door, but can't squeeze your possessions through. hack.c, line 602
You cannot pass that way. hack.c, line 640
You are carrying too much to get through. hack.c, line 650
You don't have enough stamina to move. hack.c, line 895
You collapse under your load. hack.c, line 898
You tumble in place. hack.c, line 912
You pass out from exertion! hack.c, line 1090
You pull yourself to the edge of the lava. hack.c, line 1190
You disentangle yourself. hack.c, line 1219
You finally wiggle free. hack.c, line 1242
You pop into an air bubble. hack.c, line 1473
You pop out of the water like a cork! hack.c, line 1483
You fly out of the water. hack.c, line 1485
You slowly rise above the surface. hack.c, line 1487
You enter an opulent throne room! hack.c, line 1758
You enter a leprechaun hall! hack.c, line 1761
You have an uncanny feeling... hack.c, line 1768
You enter a giant beehive! hack.c, line 1771
You enter a disgusting nest! hack.c, line 1774
You enter an anthole! hack.c, line 1777
You enter a military barracks! hack.c, line 1784
You enter an abandoned barracks. hack.c, line 1786
You cannot dive into the water to pick things up. hack.c, line 1866
You would burn to a crisp trying to pick things up. hack.c, line 1880
You cannot reach the bottom of the pit. hack.c, line 1907
You die... hack.c, line 2161
You have no room for the money! shk.c, line 146
You escaped the shop without paying! shk.c, line 484
You have no credit or debt in here. shk.c, line 680
You have no credit in here. shk.c, line 696
You don't owe any money here. shk.c, line 701
You are generous to yourself. shk.c, line 1182
You pay that debt. shk.c, line 1387
You pay the remainder. shk.c, line 1401
You got that for free! shk.c, line 2149
You got that for free! shk.c, line 2266
You have no credit remaining. shk.c, line 2545
You sense the presence of monsters. detect.c, line 633
You are unaffected! detect.c, line 814
You grok some groovy globs of incandescent lava. detect.c, line 835
You see goldfish swimming above fluorescent rocks. detect.c, line 843
You see tiny snowflakes spinning around a miniature farmhouse. detect.c, line 845
You may look for an object or monster symbol. detect.c, line 856
You see the Wizard of Yendor gazing out at you. detect.c, line 903
You cannot use it while you're wearing it! apply.c, line 99
You produce a high-pitched humming noise. apply.c, line 327
You cannot leash any more pets. apply.c, line 424
You pull on the leash. apply.c, line 586
You stiffen momentarily under your gaze. apply.c, line 628
You don't have a reflection. apply.c, line 630
You (look_str, "peaked apply.c, line 637
You (look_str, "undernourished apply.c, line 639
You cannot make fire under water. apply.c, line 868
You snuff the lit potion. apply.c, line 1124
You see a puff of smoke. apply.c, line 1194
You bounce around a little. apply.c, line 1227
You swish around a little. apply.c, line 1234
You flail around a little. apply.c, line 1253
You don't have enough traction to jump. apply.c, line 1256
You are carrying too much to jump! apply.c, line 1259
You lack the strength to jump! apply.c, line 1262
You cannot see where to land! apply.c, line 1303
You cannot jump there! apply.c, line 1306
You rip yourself free of the bear trap! Ouch! apply.c, line 1316
You leap from the pit! apply.c, line 1322
You tear the web apart as you pull yourself free! apply.c, line 1325
You pull yourself above the lava! apply.c, line 1329
You seem to be out of tins. apply.c, line 1387
You don't have enough room in here. apply.c, line 1692
You cannot put the figurine there. apply.c, line 1698
You cannot fit the figurine on the boulder. apply.c, line 1711
You must think this is a wetstone, do you? apply.c, line 1930
You yank yourself out of the pit! apply.c, line 2232
You snap your whip through thin air. apply.c, line 2349
You give yourself a facial. apply.c, line 2446
You hook yourself! apply.c, line 2585
You have no tin to open. apply.c, line 2931
You cannot open a tin without eating or discarding its contents. apply.c, line 2934
You tumble towards the closed portcullis! dbridge.c, line 684
You pass through it! dbridge.c, line 686
You have converted. quest.c, line 121
You wobble in the saddle. potion.c, line 89
You can see again. potion.c, line 187
You are frightened to death, and unable to move. potion.c, line 318
You pass out. potion.c, line 510
You have an uneasy feeling... potion.c, line 518
You can see through yourself, but you are visible! potion.c, line 588
You stiffen momentarily. potion.c, line 595
You are motionlessly suspended. potion.c, line 598
You are frozen in place! potion.c, line 601
You yawn. potion.c, line 613
You suddenly fall asleep! potion.c, line 615
You are shocked back to your senses! potion.c, line 692
{{/pline|file=potion.c|line=763|you=(riseup, ceiling(u.ux,u.uy));
{{/pline|file=potion.c|line=773|you=(riseup, ceiling(u.ux,u.uy));
You have an uneasy feeling. potion.c, line 777
You have a momentary vision. potion.c, line 1238
You stiffen momentarily. potion.c, line 1261
You yawn. potion.c, line 1270
You are caught in the explosion! potion.c, line 1440
You dilute it, you pay for it. potion.c, line 1449
You erase it, you pay for it. potion.c, line 1476
You erase it, you pay for it. potion.c, line 1497
You use it, you pay for it. potion.c, line 1899
You smell acrid fumes. potion.c, line 1960
You accidentally tear the spellbook to pieces. spell.c, line 189
You turn the pages of the Book of the Dead... spell.c, line 210
You raised the dead! spell.c, line 268
You continue your efforts to memorize the spell. spell.c, line 401
You don't know any spells right now. spell.c, line 545
You don't know that spell. spell.c, line 572
You strain to recall the spell. spell.c, line 734
You are too hungry to cast that spell. spell.c, line 741
You lack the strength to cast spells. spell.c, line 744
You don't have enough energy to cast that spell. spell.c, line 759
You fail to cast the spell correctly. spell.c, line 801
You are no longer ill. spell.c, line 928
You had better wait for the sun to come out. spell.c, line 976
You don't know any spells right now. spell.c, line 1032
You find yourself on dry land again! do.c, line 109
You don't see anything happen to the sink. do.c, line 353
You see the ring slide right down the drain! do.c, line 356
You see some air in the sink. do.c, line 359
You are standing at the gate to Gehennom. do.c, line 811
You are held back by your pet! do.c, line 820
You are held back by your pet! do.c, line 875
You can save, quit, or continue playing. do.c, line 915
You climb up the ladder. do.c, line 1154
You climb down the ladder. do.c, line 1189
You arrive at the Valley of the Dead... do.c, line 1280
You enter what seems to be an older, more primitive world. do.c, line 1323
You penetrated a high security area! do.c, line 1345
You turn to stone... dokick.c, line 440
You break open the lock! dokick.c, line 515
You have no legs to kick with. dokick.c, line 631
You are too small to do any kicking. dokick.c, line 634
You have nothing to brace yourself against. dokick.c, line 723
You splash some water around. dokick.c, line 773
You kick loose some ornamental coins and gems! dokick.c, line 853
You smell stale honey. dokick.c, line 936
You see a ring shining in its midst. dokick.c, line 984
You kick at empty space. dokick.c, line 1027
You kick the door. dokick.c, line 1050
You don't fall in! music.c, line 323
You fall into a chasm! music.c, line 325
You produce soft music. music.c, line 389
You produce a frightful, grave sound. music.c, line 422
You produce a heavy, thunderous rolling! music.c, line 451
You beat a deafening row! music.c, line 460
You die... end.c, line 385
You are a very tricky wizard, it seems. end.c, line 797
You vomit ... end.c, line 822
You break up the cookie and throw away the pieces. read.c, line 52
You have a feeling of loss. read.c, line 510
You don't remember there being any magic words on this scroll. read.c, line 971
You have found a scroll of genocide! read.c, line 1088
You identify this as an identify scroll. read.c, line 1125
You have found a scroll of stinking cloud! read.c, line 1366
You smell rotten eggs. read.c, line 1376
You are surrounded by darkness! read.c, line 1438
You aren't permitted to genocide such monsters. read.c, line 1565
You die. read.c, line 1608
You die. read.c, line 1623
You are being punished for your misbehavior! read.c, line 1822
You are encased in rock. vault.c, line 57
You have no hands! steed.c, line 52
You won't fit on a saddle. steed.c, line 232
You are stuck here for now. steed.c, line 253
You can't. There isn't anywhere for you to stand. steed.c, line 512
You are lucky! Full moon tonight. allmain.c, line 103
You pass out from exertion! allmain.c, line 279
You sink below the surface and die. allmain.c, line 382
You caitiff! uhitm.c, line 242
You dishonorably attack the innocent! uhitm.c, line 262
You have no way to attack monsters physically. uhitm.c, line 372
You dishonorably use a poisoned weapon! uhitm.c, line 932
You hit it. uhitm.c, line 1031
You chuckle. uhitm.c, line 1480
You suck in some slime and don't feel very well. uhitm.c, line 1541
You destroy it! uhitm.c, line 1665
You explode! uhitm.c, line 1681
You miss it. uhitm.c, line 1944
You are splashed! uhitm.c, line 2178
You turn to stone... uhitm.c, line 2212
You are hit by magic missiles appearing from thin air! uhitm.c, line 2245
You momentarily stiffen. uhitm.c, line 2296
You are suddenly very cold! uhitm.c, line 2312
You are suddenly very hot! uhitm.c, line 2334
You are jolted with electricity! uhitm.c, line 2345
{{/pline|file=trap.c|line=362|you=(dont_fall);
You notice a crease in the linoleum. trap.c, line 735
You notice a loose board below you. trap.c, line 737
You howl in anger! trap.c, line 777
You are enveloped in a cloud of gas! trap.c, line 785
You are covered with rust! trap.c, line 801
You don't fall in! trap.c, line 874
You are caught in a magical explosion! trap.c, line 1063
You smell smoke. trap.c, line 1934
You turn to stone... trap.c, line 2171
You float up, out of the pit! trap.c, line 2247
You gain control over your movements. trap.c, line 2272
You start to float in the air! trap.c, line 2274
You begin to tumble in place. trap.c, line 2364
You fall over. trap.c, line 2391
You are uninjured. trap.c, line 2443
You are uninjured. trap.c, line 2471
You smell paper burning. trap.c, line 2482
You are momentarily blinded by a flash of light! trap.c, line 2499
You see a flash of light! trap.c, line 2503
You smell smoke. trap.c, line 2677
You rust! trap.c, line 2857
You touch bottom. trap.c, line 2879
You attempt a teleport spell. trap.c, line 2894
You try to crawl out of the water. trap.c, line 2939
You dump some of your gear to lose weight... trap.c, line 2941
You drown. trap.c, line 2951
You repair the squeaky board. trap.c, line 3262
You are already on the edge of the pit. trap.c, line 3474
You disarm it! trap.c, line 3525
You cannot disable that trap. trap.c, line 3553
You know of no traps there. trap.c, line 3555
You find a trap on the door! trap.c, line 3575
You set it off! trap.c, line 3583
You disarm it! trap.c, line 3591
You find no traps on the door. trap.c, line 3597
You are jolted by a surge of electricity! trap.c, line 3733
You don't seem to be affected. trap.c, line 3736
You momentarily stiffen. trap.c, line 3753
You fall into the lava! trap.c, line 3950
You burn to a crisp... trap.c, line 3994
You sink into the lava, but it only burns slightly! trap.c, line 4007
You die from your illness. timeout.c, line 250
You fall asleep. timeout.c, line 313
You make a lot of noise! timeout.c, line 339
You flounder. timeout.c, line 673
You stumble. timeout.c, line 676
You let go of the reins. timeout.c, line 687
You bang into the saddle-horn. timeout.c, line 690
You slide to one side of the saddle. timeout.c, line 693
You see a lantern getting dim. timeout.c, line 732
You see a burning potion of oil go out. timeout.c, line 804
You see a lantern run out of power. timeout.c, line 865
You are jerked back by the iron ball! ball.c, line 581
You lose your grip on the iron ball. ball.c, line 764
You were not healthy enough to survive restoration. restore.c, line 394
You refuse. minion.c, line 226
You get released! dogmove.c, line 574
You choke, but recover your composure. eat.c, line 243
You stuff yourself and then vomit voluminously. eat.c, line 246
You choke over it. eat.c, line 270
You die... eat.c, line 273
You have a bad feeling deep inside. eat.c, line 449
You will regret this! eat.c, line 450
You turn to stone. eat.c, line 470
You don't feel very well. eat.c, line 513
You seem slower. eat.c, line 886
You seem faster. eat.c, line 889
You give up your attempt to open the tin. eat.c, line 1026
You succeed in opening the tin. eat.c, line 1037
You discard the open tin. eat.c, line 1065
You discard the open tin. eat.c, line 1110
You bite right into the metal tin... eat.c, line 1139
You cannot handle the tin properly to open it. eat.c, line 1142
You have a very bad case of stomach acid. eat.c, line 1287
You seem unaffected by the poison. eat.c, line 1295
You cannot eat that! eat.c, line 1897
You seem unaffected by the poison. eat.c, line 1976
You resume your meal. eat.c, line 1994
You faint from lack of food. eat.c, line 2321
You die from starvation. eat.c, line 2333
You die from hunger and exhaustion. eat.c, line 2385 |
# Teleport control
Teleport control is a property that complements teleportation. You can choose the destination whenever you teleport.
Contents
1 When it works
2 When it doesn't work
3 Acquiring
4 Controlled level teleport
5 Messages
6 SLASH'EM
7 dNethack
8 References
When it works
Teleport control works, regardless of whether it is an intralevel teleport or levelport, and regardless what caused you to teleport (teleportitis, wand, scroll, trap, quantum mechanic attack, or throne effect).
Teleport control also allows you to attempt to teleport to escape drowning if you have teleportitis or are a teleporting monster.
When it doesn't work
If you are stunned or unconscious, you will be unable to control your intra-level teleports. [1] If you are stunned you will be unable to control your levelports. If you are confused your levelports may take you to a random level instead of the one you pick ("Oops..."); this chance is dependent on your luck (rnl(5)).[2]
If you select a region of the screen you cannot occupy (inside stone), or a square with a trap or boulder or already occupied by a monster, you will instead be sent to a random point in the level with the message "Sorry...".[3]
Acquiring
Teleport control can be acquired extrinsically by:
wearing a ring of teleport control
carrying the Master Key of Thievery
or intrinsically by:
reaching experience level 17 as a wizard or monk
polymorphing into a tengu
eating a tengu (17%) or the Wizard of Yendor (25%).
eating a ring of teleport control
Controlled level teleport
If you try to levelport to too deep a level—if you say "99", for instance—you will be sent to the lowest possible level from your current position, which generally means the bottom of your current dungeon branch. A controlled levelport from anywhere in the Dungeons of Doom cannot take you deeper than the Valley of the Dead; a controlled levelport from anywhere in Gehennom can take you only as deep as the vibrating square level until you perform the invocation ritual.
If you try to levelport to too shallow a level, you will be sent to the parent dungeon branch. For example, the same level 1 is reachable from the Dungeons of Doom, Gehennom, the Gnomish Mines, and Vlad's Tower. In the Quest, levels are counted relative to the quest branch. In other words, you should use the number displayed on the bottom line (like "Home 1") instead of the depth displayed on restoring ("You return to level 16 in the Quest"). You cannot levelport out of the Quest, and you cannot levelport in Fort Ludios at all, except to negative-number "levels" (0 is suicide, −1 to −8 are in the sky, and −9 and beyond are heaven).[4]
Messages
You feel controlled!
You gained teleport control by reaching XL 17 as a Wizard or Monk.
You feel uncontrolled!
You lost teleport control through level drain.
You feel in control of yourself.
You gained teleport control from eating a corpse.
You feel centered in your personal space.
As above while hallucinating.
SLASH'EM
In SLASH'EM, it can also be acquired intrinsically by:
eating the corpse of a giant shoggoth(20%).
extrinsically by:
carrying the Candle of Eternal Flame
carrying the Storm Whistle
dNethack
In dNethack, it can be obtained by eating the corpse of a phase spider. (unknown chance)
References
↑ teleport.c in NetHack 3.4.3, line 421
↑ teleport.c in NetHack 3.4.3, line 606
↑ teleport.c, line 444, teleok in teleport.c
↑ teleport.c#line662
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. |
# Related changes
Enter a page name to see changes on pages linked to or from that page. (To see members of a category, enter Category:Name of category). Changes to pages on your Watchlist are in bold.
Recent changes options
Show last 50 | 100 | 250 | 500 changes in last 1 | 3 | 7 | 14 | 30 daysHide registered users | Hide anonymous users | Hide my edits | Show bots | Hide minor editsShow new changes starting from 17:57, 24 July 2023
Namespace:
all
(Main)
Talk
User
User talk
NetHackWiki
NetHackWiki talk
File
File talk
MediaWiki
MediaWiki talk
Template
Template talk
Help
Help talk
Category
Category talk
Source
Source talk
Forum
Forum talk
Video
Video talk
User blog
User blog talk
Blog
Blog talk
Module
Module talk
Invert selection Associated namespaceTag filter:Page name: Show changes to pages linked to the given page instead
List of abbreviations:
N
This edit created a new page (also see list of new pages)
m
This is a minor edit
b
This edit was performed by a bot
(±123)
The page size changed by this number of bytes
24 July 2023
00:43 Electric eel (diff | hist) . . (+193) . . Umbire the Phantom (talk | contribs) (formatting, make strategy more sensible)
00:27 Leather gloves (diff | hist) . . (+2) . . Umbire the Phantom (talk | contribs) (→EvilHack: *)
00:16 Amulet of ESP (diff | hist) . . (-12) . . Umbire the Phantom (talk | contribs) (lede, desc)
23 July 2023
22:08
Leather gloves (5 changes | history)
. .
(+3,524) . .
[Umbire the Phantom (5×)]
m
22:08
(cur | prev) . . (+4) . . Umbire the Phantom (talk | contribs) (→dNetHack: *)
22:07
(cur | prev) . . (+293) . . Umbire the Phantom (talk | contribs) (→EvilHack: elaborate)
m
13:27
(cur | prev) . . (+30) . . Umbire the Phantom (talk | contribs) (ref)
13:27
(cur | prev) . . (+2,821) . . Umbire the Phantom (talk | contribs) (and the rest)
12:50
(cur | prev) . . (+376) . . Umbire the Phantom (talk | contribs) (formatting in preparation for later expansion/sourcing - unsure how to judge EA advice in either direction due to morning brain, so I'll leave that to the others)
10:38
Iron shoes (3 changes | history)
. .
(+1,812) . .
[Umbire the Phantom (3×)]
m
10:38
(cur | prev) . . (+1) . . Umbire the Phantom (talk | contribs) (→EvilHack: *)
10:38
(cur | prev) . . (+1,403) . . Umbire the Phantom (talk | contribs) (variant work go)
09:13
(cur | prev) . . (+408) . . Umbire the Phantom (talk | contribs) (refsrc, history, ver, prepare variant section)
09:21 Elven leather helm (diff | hist) . . (-30) . . Umbire the Phantom (talk | contribs) (→dNetHack: word choice, potholes)
22 July 2023
23:38 Wish (diff | hist) . . (+547) . . Umbire the Phantom (talk | contribs) (→GruntHack: copyedit + add some IRC recommendations)
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)
21 July 2023
m 20:32
Scalpel (2 changes | history)
. .
(+9) . .
[Umbire the Phantom (2×)]
m
20:32
(cur | prev) . . (+5) . . Umbire the Phantom (talk | contribs) (→dNetHack: *)
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
10:30 Rogue (diff | hist) . . (+4) . . Coz (talk | contribs) (Added link to the Master Key of Thievery)
03:09 Dragon scale mail (diff | hist) . . (+93) . . Noisytoot (talk | contribs) (Red dragon scale shields do not grant flying in dNetHack)
01:17 Iron shoes (diff | hist) . . (+147) . . Tomsod (talk | contribs) (→Strategy: metal boots penalty is just 2)
19 July 2023
17:18
Dragon scale mail (3 changes | history)
. .
(+179) . .
[Noisytoot (3×)]
17:18
(cur | prev) . . (+35) . . Noisytoot (talk | contribs) (dNetHack has deep DSM too)
16:49
(cur | prev) . . (+26) . . Noisytoot (talk | contribs) (Orange DSM also grants hallucination resistance in dNetHack)
16:46
(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.)
14:19 Quarterstaff (diff | hist) . . (+147) . . Tomsod (talk | contribs) (→dNetHack: mention the (un)holy dmg multiplier)
18 July 2023
10:57 Manes (diff | hist) . . (+54) . . Tomsod (talk | contribs) (mention nonliving)
06:14 Scroll of genocide (diff | hist) . . (+415) . . Ardub23 (talk | contribs) (→Variants: Hack'EM info) |
# User:Vanzant Elbereth
I'm vanzant "Elbereth". I tend to use SLASH'EM 's explore mode as a wizard/other form of wizard, such as flame/ice mage or necromancer. I've ascended ONCE. and that was with wizard, Doppleganger, Male, Chaotic. Was alot of fun, especially once I hit level 18, and started using the liquid leap technique to jump out of shops, hitting the shopkeeper with my acid trail, fend off keystone kops, polymorph into a master mind flayer to destroy the shopkeeper, and then proceed to beat any other nearby monsters off before reading the spellbooks I'd stolen. I had around 5 ice spheres and 5 flame spheres following me at any given time for protection, and often polymorphed into a Water demon (After killing one as an energy vortex.) I'll say it again, it was ALOT of fun. --Vanzant Elbereth 01:26, 3 December 2007 (UTC) |
# Showdmg
If compiled with SHOWDMG defined, then SLASH'EM has an option showdmg to add the amount of damage to the message when monsters hit you. "The newt bites! [2 pts.]" It makes more obvious what your HP counter on the status line already shows. To use this option, remember to enable it.
When your character reaches a certain level, then the showdmg option will also show how much you damage enemies. "You kick it. (3 pts.)"[1] The minimum levels are:
Barbarian, Monk: Level 10[2]
Caveman, Valkyrie: Level 12[3]
Samurai, Knight: Level 14[4]
All other gnomes: Level 14[5]
All other races and roles: Level 17[6]
Any character in wizard mode: Level 1[7]
References
↑ hack.c in SLASH'EM 0.0.7E7F2, line 2620
↑ hack.c in SLASH'EM 0.0.7E7F2, line 2608
↑ hack.c in SLASH'EM 0.0.7E7F2, line 2609
↑ hack.c in SLASH'EM 0.0.7E7F2, line 2610
↑ hack.c in SLASH'EM 0.0.7E7F2, line 2614
↑ hack.c in SLASH'EM 0.0.7E7F2, line 2611
↑ hack.c in SLASH'EM 0.0.7E7F2, line 2617 |
# Talk:Vampire
Blood from Corpses
Are players polymorphed into vampires affected by the blood in corpses coagulating after a few turns, like players who are of the vampire starting race? -AileTheAlien 03:31, 11 February 2011 (UTC)
Yes. When polymorphed into a form that is considered a vampire (SLASH'EM adds a flag for it), you are only able to eat fresh corpses. If you have a bite attack that drains life and it hits and drains life, you will also get nutrition from that (6 times the damage done), much like a player vampire. The drain life claw of a vampire mage will not give you additional nutrition, nor any of the star vampire's attacks. Additionally, this is only the case for SLASH'EM - Vanilla vampires are regular inediate monsters and do not get nutrition from attacks and do not have any diet restrictions. -- Qazmlpok 03:44, 11 February 2011 (UTC)
Shapeshifting vampires in 3.6
In version 3.6 I have seen fog clouds and vampire bats reconstitute as vampires and vampire lords after being destroyed. I'd edit the page but I don't know where the code is in the source to reference, so someone more experienced with source diving might want to do it? Funcrunch (talk) 19:38, 31 December 2015 (UTC)
Vampire lords and Vlad can become wolves. Source:NetHack 3.6.0/src/mon.c#line2822 10% probability.
Vampires can become fog or bat. Source:NetHack 3.6.0/src/mon.c#line2828 . I think this also applies to Vampire lords/Vlad with 25% probability.
--Quantum Immortal (talk) 11:38, 1 January 2016 (UTC) |
Subsets and Splits