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# Talk:The Great Dagger of Glaurgnaa This isnt correct :/ Then fix it. Yinyang 21:07, 15 November 2008 (UTC) Permapoisoned? "It is permanently poisoned; wishing for a great dagger in wizard mode will automatically give a poisoned great dagger. Wishing for any great dagger, or for this artifact? --Tjr 20:03, 8 December 2010 (UTC)
# Talk:Sheol http://sourceforge.net/apps/trac/unnethack/changeset/1100 countains a list of monsters that can be generated in Sheol (possibly not counting the ones *only* generated there) Should update article, and possibly articles for individual monsters? --Ozymandias (talk) 14:56, 22 July 2013 (UTC) EDIT: wood nymphs are no longer generated in Sheol EDIT: list further revised http://sourceforge.net/apps/trac/unnethack/changeset/1113 Descriptions http://sourceforge.net/apps/trac/unnethack/changeset/1172 --Ozymandias (talk) 15:42, 22 July 2013 (UTC) Wish List Adeon has done a great job with Sheol. In keeping with Dante's Inferno, I thought it would be good if it had a further level that led straight to the top. It might consist of a single long narrow (dangerous?) winding corridor, where the length of the corridor is the number of intervening levels. At the end one might need the crystal pick to bust out -- either into a random square of Level 1 or perhaps into the first of the Elemental Planes. The chance to avoid all the usual junk on the way back might get more people going down Sheol. If it went straight to the Planes they would have to think about what they took with them because it would be hard to get back to their stash. Just a thought (dime-a-dozen!). --Wikid (talk) 05:14, 16 March 2014 (UTC)
# File:Nh366-icon.png File File history File usage MetadataNo higher resolution available. Nh366-icon.png ‎(32 × 32 pixels, file size: 2 KB, MIME type: image/png) Summary Icon for the current released version 3.6.6, to be used in. --Phol ende wodan (talk) 01:02, 28 June 2020 (UTC) File history Click on a date/time to view the file as it appeared at that time. Date/TimeThumbnailDimensionsUserComment current01:02, 28 June 202032 × 32 (2 KB)Phol ende wodan (talk | contribs)Icon for the current released version 3.6.6, to be used in {{Template:Nethack-366}}. --~~~~ You cannot overwrite this file. File usage More than 100 pages use this file. The following list shows the first 100 pages that use this file only. A full list is available. $ Alignment Amulet of reflection Ascension Asmodeus Attribute Baalzebub Bell of Opening Blindfold Body armor Boulder Cheating Cleaver Cloak Cockatrice Constitution Cream pie Dexterity Disintegration resistance Dragon Dragon scale mail E Excalibur Extinction Fire resistance Fire trap Floating eye Gauntlets of dexterity Gauntlets of power Gehennom Gender Gloves Gnome With the Wand of Death God Guidebook Hash mark Healer Huge chunk of meat K Killer bee Lich Lizard Luck Magicbane Medusa Mind flayer Mold Nurse Orcrist Orcus Peaceful Potion of fruit juice Potion of gain level Potion of oil Potion of see invisible Priest Q Quit Reflection Resistance Riders Ring Rock Rogue Role Rust monster Scroll of blank paper Scroll of genocide Shopkeeper Sink Special room Spellbook Spellbook of force bolt Statue Stethoscope Stormbringer Strength Sunsword The Staff of Aesculapius The Tsurugi of Muramasa Tinning kit Towel Trap Tree Unicorn Unicorn horn Unique monster Valkyrie Vorpal Blade Wand of death Wand of digging Wand of nothing Watchman Water Weight Wisdom Wish Wizard Wumpus Xorn 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 resolution28.35 dpcVertical resolution28.35 dpcFile change date and time01:00, 28 June 2020
# 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 23 July 2023      22:42  Weapon‎ (diff | hist) . . (+495)‎ . . Cathartes (talk | contribs) (→‎Description: weapon use by monsters; also a note for the "weapon (n)d(y)" format that this wiki uses in monster infoboxes since I don't know where else in the wiki to put this info) 19 July 2023      14:19  Quarterstaff‎ (diff | hist) . . (+147)‎ . . Tomsod (talk | contribs) (→‎dNetHack: mention the (un)holy dmg multiplier)      00:12  Lightsaber‎ (diff | hist) . . (+146)‎ . . Ion frigate (talk | contribs) (Give general monster case) 18 July 2023      23:31  Lightsaber‎ (diff | hist) . . (+552)‎ . . Ion frigate (talk | contribs) (Mention other uses, also that it takes time and is inadvisable early on)
# Talk:Wand of sleep Would it make sense adding what it says when you shoot a sleep wand at a closed door ("The door absorbs your bolt!")? Aeronflux 00:34, 28 September 2008 (UTC) In general, a spell of sleep is much more likely to hit than the same wand. Does anybody have any numbers on this? I specialize in wizards, so it might be a level or role specific thing. Tjr 00:50, 2 December 2008 (UTC) Sleep How long do monsters sleep for after being hit by the wand of sleep? Is it the type of sleep where they'll wake if they get hit (like most games) or can you beat on them all you want? DemonDoll 18:17, 22 June 2009 (UTC) If you hit them, they have a chance to wake up. -- Kalon 22:43, 22 June 2009 (UTC) If sleeping, they have a small (IIRC 10%) chance of waking up on each hit, but paralysis (as in floating eye, potion, ...) does not let them wake up. I don't know for how long they sleep, though, but usually monsters die or wake up from melee first. -Tjr 14:35, 23 June 2009 (UTC)
# Scroll of enchant weapon ? Name enchant weapon Appearance random Base price 60 zm Weight 5 Ink to write 8-15 Monster use Will not be used by monsters. A scroll of enchant weapon is a type of magical scroll that appears in NetHack. Contents 1 Description 1.1 Blessed 1.2 Cursed 1.3 Confused 2 Strategy 2.1 Identification 2.2 Overenchanting 2.3 Erodeproofing 3 Messages 4 See also 5 Variants 5.1 SLASH'EM 6 References Description When read, the scroll alters the enchantment of your currently wielded weapon - this includes weapon-tools such as dwarvish mattocks, pick-axes and unicorn horns. If you are wielding a stack of weapons, the scroll will affect all of them at once. Using a non-cursed scroll on a worm tooth will transform it into a crysknife, and using a cursed scroll on a crysknife will turn it back into a worm tooth.[1][2] Reading the scroll will auto-identify it if used on a weapon whose enchantment you have knowledge of. If the weapon's enchantment is not known, the scroll's effect is the same, but it will prompt you to name the scroll instead of auto-identifying. An uncursed scroll will always try to increase the current weapon's enchantment by one point, a cursed scroll will decrease it by 1,[3] and a blessed scroll may enchant by more than one point depending on the current enchantment. A cursed weapon that is enchanted by reading this scroll will be made uncursed.[4] If you read a scroll of enchant weapon without wielding a weapon or weapon-tool, you will exercise your dexterity instead (or abuse it if the scroll is cursed).[5] Blessed The table below displays how many points can potentially be added to the enchantment of a weapon by reading a blessed scroll: Enchantment Points added by blessed scroll -5 to -3 up to 4 -2 to +2 up to 3 +3 to +5 up to 2 +6 to +8 1 (if weapon does not evaporate) If the weapon's current enchantment is +5 or less and you read a blessed scroll, the scroll will add 1 to (3 – (current enchantment)/3) points.[6] If the current enchantment is +6 or more, the blessed scroll will behave the same as an uncursed scroll.[7][8] Weapons whose present enchantment is +5 or less can be safely enchanted further; weapons at +6 or above will have a 2⁄3 chance of evaporating instead when enchanted, and weapons at +9 and above have only a 1-in-(current enchantment) chance of gaining another point of enchantment.[9][7] Cursed A cursed scroll of enchant weapon decreases the enchantment of your current weapon by 1; all artifact weapons except Sting and Orcrist will resist this 9⁄10 of the time.[10] A weapon already at -6 or below has a 2/3 chance of evaporating.[9] Confused If read while confused, the scroll will instead affect that weapon's erosion status - a non-cursed scroll will erodeproof your weapon and fixes any existing damage.[11][12] A cursed scroll will remove the erodeproofing instead.[11] Strategy As +5 is the highest enchantment a weapon can have without risk of evaporating from enchanting it further, it is common to read uncursed scrolls of enchant weapons to raise a weapon's enchantment, then read a blessed one at +5 try to raise it to +7, There are a few ways of disenchanting a +6 weapon that results from this: Reading a cursed scroll of enchant weapon. Artifacts resist 90% of the time. Engraving one letter, if the weapon is edged. Artifacts do not resist this. Note that athames only dull when they are cursed. Hitting a disenchanter. Artifacts resist 90% of the time. Note that engaging a disenchanter also risks disenchanting your armor. Placing it on the ground and zapping drain life at it. Artifacts resist 90% of the time. Identification There are only two scrolls with a base cost of 60zm: the scroll of enchant weapon and the scroll of blank paper, which has a fixed appearance. Therefore, any unrecognized scroll determined to have a value of 60 is a scroll of enchant weapon. Overenchanting While possible, enchanting a weapon beyond +7 is generally time consuming and risky to consider. The possibility of evaporation makes this a very bad idea to attempt with an artifact unless you really don't care about losing it. The most common way to attempt overenchantment is to use a huge single stack of weapons. Usually this means daggers or lightweight, plentiful projectiles such as darts, arrows, and crossbow bolts from monsters and traps. Projectile weapons benefit more from overenchantment than melee weapons since you can multishot them at high skill levels. A single scroll of enchant weapon can enchant a large stack at once. This greatly reduces the number of scrolls that you need to get a good amount of +8 or +9 weapons. Collect a large stack of daggers (say 200) or whatever stackable weapon you want. Rustproof and enchant them all up to +7 with the same number of scrolls as it takes to produce a single +7 non-stackable weapon. Split the stack up into four stacks of 50 +7 daggers each, and attempt to overenchant each stack. It is likely but not guaranteed that at least one stack will survive. Divide your stack of 50 +8 daggers again into four stacks of 12-13 daggers each, and read another four scrolls on the four stacks to attempt to get a stack of +9 daggers. If you want you can even continue enchanting the +9 daggers one by one until you get one to +10, but the amount of scrolls needed to get this far is probably not worth the extra enchantment at this point. Polymorphing weapons does not change their enchantment. Thus a large stack of weapons can be overenchanted and then polypiled into silver daggers, silver sabers, katanas, or whatever other non-artifact weapon you want. In certain cases (such as a Healer with a unicorn horn, an archeologist with a dwarvish mattock, a Knight preparing to be crowned with Excalibur, or those trying conducts) it may be worthwhile to overenchant non-stackable weapons. The table below shows how many copies of a given +7 weapon must be risked in order to have a certain degree of confidence that at least one +8/+9/+10 weapon will be successfully enchanted. It is impossible to guarantee, with 100% confidence, that this will succeed. The table assumes that the weapon is already +7 when starting the process. Bonus +7 +8 +8 +8 +8 +8 +9 +9 +9 +9 +9 +10 +10 +10 +10 +10 Confidence — 50% 75% 85% 90% 95% 50% 75% 85% 90% 95% 50% 75% 85% 90% 95% Attempts — 1.71 3.42 4.68 5.68 7.39 5.88 11.77 16.11 19.55 25.43 35.08 74.16 101.49 123.18 160.27 If you are going to try this, make sure to save at least one of your most highly enchanted weapon. Don't accidentally vaporize all of the weapons you were trying to enchant. Erodeproofing Reading this scroll while confused is useful in certain situations. Notably, if you find an artifact weapon on the floor or in a shop, it will not be erodeproof. Because the damage penalties for an eroded weapon are considerable (particularly for a double damage artifact), it is worth spending a scroll to erodeproof it. This is different from the scroll of enchant armor, where erodeproofing is generally considered a waste unless you have no other use for it. Messages All of the following messages only appear if you are not blind (unless noted otherwise). Your <weapon> glows blue for a moment. You added one level of enchantment while reading a non-cursed scroll of enchant weapon. Your <weapon> glows blue for a while. You added two or more levels of enchantment while reading a non-cursed scroll of enchant weapon. Your <weapon> violently glows blue for a while. You read a scroll of enchant weapon and no enchantment was added. Your <weapon> glows black for a moment. Your weapon lost enchantment via a cursed scroll. Your <weapon> faintly glows black. Your artifact weapon resisted the effects of the cursed scroll. Your <weapon> violently glows blue for a while and then evaporates. You unsuccessfully enchanted your weapon above +5 or below -5 (2/3 chance). Your <weapon> evaporates. As above if blind. Your <weapon> is covered by a shimmering golden shield! Your weapon was made erode-proof via reading a non-cursed scroll while confused. Your <weapon> looks as good as new! As above if weapon was damaged. Your <weapon> feels as good as new! As above if blind. Your <weapon> is covered by a mottled purple glow! Your weapon's erode-proofing was removed via a cursed scroll. Your weapon feels warm for a moment. You read a cursed or non-cursed scroll while blind and confused with erode-proofing either added or removed. Your weapon seems sharper now. Your worm tooth was converted to a crysknife via a non-cursed scroll. Your weapon seems duller now. Your crysknife was converted to a worm tooth via a cursed scroll. Your right <hand> flinches! You enchanted Magicbane up to an enchantment of two or more. Your right <hand> itches! You enchanted Magicbane above +0. Your <weapon> suddenly vibrates unexpectedly. Your Elven or artifact weapon was enchanted above level 5. Your <hands> twitch. You read a non-cursed scroll of enchant weapon with no weapon wielded. Your dexterity is exercised. Your <hands> itch. You read a cursed scroll of enchant weapon with no weapon wielded. Your dexterity is abused. You have a strange feeling for a moment, then it passes. You are a beginner, and you read a scroll of enchant weapon with no weapon wielded. Your dexterity is exercised (abused if cursed). You have a normal feeling for a moment, then it passes. You are a beginner, and you read a scroll of enchant weapon with no weapon wielded while hallucinating. See also Scroll of enchant armor Erosion Variants SLASH'EM In SLASH'EM, the scroll functions as in NetHack, though there are several alternative sources of weapon enchantment: The weapon works service offered at weapons shops can be used to increase the enchantment of weapons and even poison them. However, they can only do so one point at a time, and the price rapidly increases for already enchanted weapons; weapons also cannot be enchanted beyond +5 in this manner. The spellbook of enchant weapon is a potential alternative, though as a level 7 enchantment spell it is very costly in terms of power to cast in practice, let alone with any consistency for non-Wizard roles. While writing scrolls can require more total ink out of a magic marker as opposed to a single spellbook, scrolls are also much more reliable. It is possible to add a single point of enchantment to any weapon once by wielding it when crowned as a lawful character, with the relevant disadvantages of crowning; this method also does not risk evaporating the weapon even if it is at +7 or above. Finally, there is a polypiling exploit that potentially allows any weapon to reach +100 or more. References ↑ wield.c in NetHack 3.4.3, line 707 ↑ wield.c in NetHack 3.4.3, line 716 ↑ read.c in NetHack 3.4.3, line 982 ↑ wield.c in NetHack 3.6.0, line 693 ↑ wield.c in NetHack 3.4.3, line 701 ↑ read.c in NetHack 3.4.3, line 985 ↑ 7.0 7.1 read.c in NetHack 3.4.3, line 984 ↑ In fact, because 3 – (6/3) = 1, the blessed scroll behaves like an uncursed scroll at +6, even though the code refers to enchantments above +9. ↑ 9.0 9.1 wield.c in NetHack 3.4.3, line 730 ↑ wield.c in NetHack 3.4.3, line 724 ↑ 11.0 11.1 read.c in NetHack 3.4.3, line 964 ↑ read.c in NetHack 3.4.3, line 976 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. </hands></hands></weapon></hand></hand></weapon></weapon></weapon></weapon></weapon></weapon></weapon></weapon></weapon></weapon></weapon>
# 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 18:06, 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 &nbsp;Invert selection &nbsp;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 &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;22:42&nbsp; Weapon‎ (diff | hist) . . (+495)‎ . . Cathartes (talk | contribs) (→‎Description: weapon use by monsters; also a note for the "weapon (n)d(y)" format that this wiki uses in monster infoboxes since I don't know where else in the wiki to put this info) 21 July 2023 &nbsp;m&nbsp;&nbsp;&nbsp;17:58&nbsp; Elbereth‎ (diff | hist) . . (-3)‎ . . Silverwing235 (talk | contribs) (→‎History: typo/grammar, punctuation)
# Talk:Dudley's dungeon The Comixipedia is a dead link.--Rancalred (talk) 22:56, 7 November 2014 (UTC) I changed the link to an archive version. —Toby Bartels (talk) 18:38, 8 November 2014 (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 18:07, 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 &nbsp;Invert selection &nbsp;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 &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;08:18&nbsp; Black market (SLASH'EM)‎‎ (4 changes | history) . . (-135)‎ . . [Umbire the Phantom‎; Ion frigate‎ (3×)] &nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 08:18 (cur | prev) . . (-140)‎ . . Umbire the Phantom (talk | contribs) (improve level description) &nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 07:03 (cur | prev) . . (+5)‎ . . Ion frigate (talk | contribs) (really use show preview to fix link) &nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 07:03 (cur | prev) . . (+1)‎ . . Ion frigate (talk | contribs) (really fix link) &nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 07:02 (cur | prev) . . (-1)‎ . . Ion frigate (talk | contribs) (fix link) 21 July 2023 &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;19:56&nbsp; Asphynx‎‎ (3 changes | history) . . (-13)‎ . . [Umbire the Phantom‎ (3×)] &nbsp;m&nbsp;&nbsp;&nbsp; 19:56 (cur | prev) . . (-16)‎ . . Umbire the Phantom (talk | contribs) (→‎Strategy: *) &nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 19:56 (cur | prev) . . (+8)‎ . . Umbire the Phantom (talk | contribs) (→‎As a polyform: *) &nbsp;m&nbsp;&nbsp;&nbsp; 19:55 (cur | prev) . . (-5)‎ . . Umbire the Phantom (talk | contribs) (→‎Origin: word choice) &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;19:56&nbsp;(Abuse filter log) . . Umbire the Phantom (talk | contribs) triggered filter 9, performing the action "edit" on Asphynx. Actions taken: Disallow (details) ‎ 18 July 2023 &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;21:12&nbsp; The Hand of Vecna‎‎ (2 changes | history) . . (+1,759)‎ . . [Hackemslashem‎; Ardub23‎] &nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 21:12 (cur | prev) . . (+329)‎ . . Hackemslashem (talk | contribs) (Updated to reflect current hackem version and renamed header to evilhack.) &nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 07:48 (cur | prev) . . (+1,430)‎ . . Ardub23 (talk | contribs) (Hack'EM info)
# 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 17:42, 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 &nbsp;Invert selection &nbsp;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 22 July 2023 &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;20:27&nbsp; Rogue‎‎ (2 changes | history) . . (-21)‎ . . [Umbire the Phantom‎; Coz‎] &nbsp;m&nbsp;&nbsp;&nbsp; 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) &nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 14:16 (cur | prev) . . (+8)‎ . . Coz (talk | contribs) (Added more links to Grayswandir and Stormbringer) 20 July 2023 &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;10:30&nbsp; Rogue‎ (diff | hist) . . (+4)‎ . . Coz (talk | contribs) (Added link to the Master Key of Thievery)
# Talk:Quantum mechanic Expensive Camera I just got an expensive camera from a quantum mechanic. Is this coincidence, or do they randomly spawn one, continuing the physics joke? Playing on SLASH'EM latest stable. --AileTheAlien 22:51, 24 March 2011 (UTC) Coincidence from a death drop. -- Qazmlpok 22:52, 24 March 2011 (UTC)
# Talk:Drain resistance It should be noted that in Slash'EM (version 0.0.7E7F3) that the Staff of Aesculapius does NOT provide level drain resistance. Under strategy, in Nethack 3.6.0, magic cancellation of 3 is more difficult to achieve. The current paragraph trivializes the attack of wraiths and vampires, which I don't believe is accurate in 3.6.0. --Asweet19 (talk) 21:36, 9 June 2016 (UTC)
# File:Fiqhack.png File File history File usage MetadataSize of this preview: 800 × 533 pixels. Other resolutions: 320 × 213 pixels | 1,200 × 800 pixels. Original file ‎(1,200 × 800 pixels, file size: 53 KB, MIME type: image/png) File history Click on a date/time to view the file as it appeared at that time. Date/TimeThumbnailDimensionsUserComment current15:22, 28 April 20211,200 × 800 (53 KB)K2 (talk | contribs) You cannot overwrite this file. File usage The following page uses this file: Experience level 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. Software usedMatplotlib version3.4.1, https://matplotlib.org/ Horizontal resolution39.37 dpcVertical resolution39.37 dpc
# 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 17:59, 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 &nbsp;Invert selection &nbsp;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 &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;13:59&nbsp; DNetHack artifacts‎‎ (2 changes | history) . . (+36)‎ . . [Wikid‎; Noisytoot‎] &nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 13:59 (cur | prev) . . (+40)‎ . . Noisytoot (talk | contribs) (The Singing Sword can also be named by elves and anyone who has bound Orthos) &nbsp;m&nbsp;&nbsp;&nbsp; 08:51 (cur | prev) . . (-4)‎ . . Wikid (talk | contribs) (→‎The Singing Sword: now obtained by naming) 23 July 2023 &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;08:14&nbsp; Elder brain‎ (diff | hist) . . (+72)‎ . . Umbire the Phantom (talk | contribs) (pass for word choice and rephrasing) 20 July 2023 &nbsp;m&nbsp;&nbsp;&nbsp;23:17&nbsp; DNetHack artifacts‎ (diff | hist) . . (+2,264)‎ . . EasterlyIrk (talk | contribs) (add war-helm of dreaming, star-emperor's ring)
# Mirkwood spider Mirkwood spiders are more powerful spiders that appear in dNetHack. In addition to the common variety, there are also more dangerous mirkwood elders. Mirkwood spider s mirkwood spider File:Mirkwood spider.png Difficulty 12 Attacks Bite 2d8 poison (strength), Kick 1d1 webbing s mirkwood spider File:Mirkwood spider.png Difficulty 12 Attacks Bite 2d8 poison (strength), Kick 1d1 webbing Base level 8 Base experience 131 Speed 15 Base AC 0 Base MR 0 Alignment −5 (chaotic) Frequency (by normal means) 1 (Very rare) Genocidable Yes Weight 1450 Nutritional value 400 Size large Resistances poison Resistances conveyed poison A mirkwood spider: has no hands. is an animal. can lay eggs. is poisonous to eat. is carnivorous. is normally generated hostile. is strong. appears only in Gehennom. normally appears in large groups. cannot be tamed. The common mirkwood spiders are encountered on some quests; also, giant spiders will grow up into them. Mirkwood spiders spread webbing with their attacks, potentially preventing you from retreating. Mirkwood elder s mirkwood elder File:Mirkwood elder.png Difficulty 19 Attacks Bite 4d8 vampiric, Kick 1d1 webbing s mirkwood elder File:Mirkwood elder.png Difficulty 19 Attacks Bite 4d8 vampiric, Kick 1d1 webbing Base level 16 Base experience 429 Speed 18 Base AC 0 Base MR 0 Alignment −5 (chaotic) Frequency (by normal means) 0 (Not randomly generated) Genocidable No Weight 2900 Nutritional value 800 Size huge Resistances poison Resistances conveyed poison A mirkwood elder: has no hands. is an animal. can lay eggs. is poisonous to eat. is carnivorous. is normally generated hostile. is strong. cannot be tamed. Mirkwood elders are ancient, blood-sucking spiders. Their vampiric bite attack drains a level on 1 out of every 3 successful attacks, regardless of magic cancellation. Mirkwood elders also spread webbing with their attacks, potentially preventing you from retreating. Encyclopedia entry Mirkwood spiders and Mirkwood elders share the same entry: Old fat spider spinning in a tree! Old fat spider can’t see me! &nbsp;Attercop! Attercop! &nbsp;&nbsp;&nbsp;Won't you stop, Stop your spinning and look for me! Old Tomnoddy, all big body, Old Tomnoddy can’t spy me! &nbsp;Attercop! Attercop! &nbsp;&nbsp;Down you drop! You'll never catch me up your tree! Lazy Lob and crazy Cob are weaving webs to wind me. I am far more sweet than other meat, but still they cannot find me! Here am I, naughty little fly; you are fat and lazy. You cannot trap me, though you try, in your cobwebs crazy. [ The Hobbit, by J.R.R. Tolkien ]
# Escape spells See also escape item. Escape spells allow you to evade the denizens of the Mazes of Menace. The following roles can gain skills in the Escape school: Escape spells Max Role Basic Barbarian, Ranger, Valkyrie Skilled Monk, Rogue, Tourist Expert Wizard Role Skill Barbarian Basic Monk Skilled Rogue Skilled Ranger Basic Tourist Skilled Valkyrie Basic Wizard Expert The following spellbooks will teach you escape spells: Spellbook Spell level Direction Relative probability Probability conditional on price Actions to read Skill changes Spellbook of jumping 1 non-directional 2.03% 7.0% 5 BSE Spellbook of haste self 3 non-directional 3.36% 14.2% 10 S Spellbook of invisibility 4 non-directional 2.54% 20.8% 17 Spellbook of levitation 4 non-directional 2.03% 16.7% 14 S Spellbook of teleport away 6 beam 1.52% 29.4% 38 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:Tileset I generated the imagemap links automagically, and copy'n'pasted selected lines from the output. See the output and the code to generate it. The "tilenames.txt" required by it was generated also automagically from the NetHack source by doing the following in win/share/ -directory (on a linux box): grep -h ^# monsters.txt objects.txt other.txt | cut -d'(' -f2- | sed -e 's/)$//' --paxed 11:50, 24 May 2008 (UTC) 32x32 tiles Why is only the upscaled version of the 16x16px tiles shown and not the 32x32px tiles supplied by nethack.org? (http://sourceforge.net/projects/nethack/files/nethack/3.4.3/nethack-343-tiles32-2.zip/download)
# Evil coins The evil coins are a group of monsters added in SLASH'EM. Their appearance is similar to a regular pile of gold coins with the exception of the regular pile of killer coins, making them somewhat similar to mimics. However the coins will still move and are not concealed, making it simple to identify them either by their movement or using the far look command. See also evil food. Evil coins do not drop regular coins when killed, nor leave any sort of corpse. Pile of killer coins $ pile of killer coins Difficulty 7 Attacks Bite 2d6 $ pile of killer coins Difficulty 7 Attacks Bite 2d6 Base level 6 Base experience 73 Speed 9 Base AC 7 Base MR 0 Alignment 0 (neutral) Frequency (by normal means) 0 (Not randomly generated) Genocidable Yes Weight 0 Nutritional value 0 Size Small Resistances None Resistances conveyed None A pile of killer coins: does not breathe. has no eyes. has no limbs. has no head. is mindless. is carnivorous. is normally generated hostile. does not appear in Gehennom. never leaves a corpse. Reference SLASH'EM_0.0.7E7F2/monst.c#line4537 Large pile of killer coins $ large pile of killer coins Difficulty 10 Attacks Bite 3d6 $ large pile of killer coins Difficulty 10 Attacks Bite 3d6 Base level 9 Base experience 186 Speed 12 Base AC 7 Base MR 0 Alignment 0 (neutral) Frequency (by normal means) 0 (Not randomly generated) Genocidable Yes Weight 0 Nutritional value 0 Size Small Resistances None Resistances conveyed None A large pile of killer coins: does not breathe. has no eyes. has no limbs. has no head. is mindless. is carnivorous. is normally generated hostile. does not appear in Gehennom. never leaves a corpse. Reference SLASH'EM_0.0.7E7F2/monst.c#line4545 Huge pile of killer coins $ huge pile of killer coins Difficulty 12 Attacks Bite 4d6 $ huge pile of killer coins Difficulty 12 Attacks Bite 4d6 Base level 11 Base experience 249 Speed 12 Base AC 7 Base MR 0 Alignment 0 (neutral) Frequency (by normal means) 0 (Not randomly generated) Genocidable Yes Weight 0 Nutritional value 0 Size Small Resistances None Resistances conveyed None A huge pile of killer coins: does not breathe. has no eyes. has no limbs. has no head. is mindless. is carnivorous. is normally generated hostile. does not appear in Gehennom. never leaves a corpse. Reference SLASH'EM_0.0.7E7F2/monst.c#line4552 Being "huge," this is arguably the largest of the 3 distinct piles of evil coins, perhaps even larger than the "large" pile. This page is a stub. Should you wish to do so, you can contribute by expanding this page.
# Centaur C plains centaur Difficulty 6 Attacks Projectile as weapon or melee weapon 1d6, Kick 1d6 C plains centaur Difficulty 6 Attacks Projectile as weapon or melee weapon 1d6, Kick 1d6 Base level 4 Base experience 49 Speed 18 Base AC 4 Base MR 0 Alignment 0 (neutral) Frequency (by normal means) 1 (Very rare) Genocidable Yes Weight 2500 Nutritional value 500 Size Large Resistances None Resistances conveyed None A plains centaur: has a head, a couple of arms, and a torso. is omnivorous. is strong. likes gold. can pick up weapons and food. can be seen through infravision. Reference monst.c#line1152 C forest centaur Difficulty 8 Attacks Projectile as weapon or melee weapon 1d8, Kick 1d6 C forest centaur Difficulty 8 Attacks Projectile as weapon or melee weapon 1d8, Kick 1d6 Base level 5 Base experience 64 Speed 18 Base AC 3 Base MR 10 Alignment -1 (chaotic) Frequency (by normal means) 1 (Very rare) Genocidable Yes Weight 2550 Nutritional value 600 Size Large Resistances None Resistances conveyed None A forest centaur: has a head, a couple of arms, and a torso. is omnivorous. is strong. likes gold. can pick up weapons and food. can be seen through infravision. Reference monst.c#line1158 C mountain centaur Difficulty 9 Attacks Projectile as weapon or melee weapon 1d10, Kick 1d6, Kick 1d6 C mountain centaur Difficulty 9 Attacks Projectile as weapon or melee weapon 1d10, Kick 1d6, Kick 1d6 Base level 6 Base experience 88 Speed 20 Base AC 2 Base MR 10 Alignment -3 (chaotic) Frequency (by normal means) 1 (Very rare) Genocidable Yes Weight 2550 Nutritional value 500 Size Large Resistances None Resistances conveyed None A mountain centaur: has a head, a couple of arms, and a torso. is omnivorous. is strong. likes gold. can pick up weapons and food. can be seen through infravision. Reference monst.c#line1165 Centaur is a monster class in NetHack. Centaurs come in three varieties: plains centaur forest centaur mountain centaur A centaur is a monster that is a particular cross between a human and a horse; it has the body and legs of a horse, but where the horse's head would be, it instead has the upper body, arms, head, and face of a human. Centaurs can wield weapons and use magic items, but unlike many other intelligent monsters, centaurs can also move fast and they can kick you. Contents 1 Generation 2 Strategy 2.1 Combat 2.2 As a pet 3 EvilHack 4 Encyclopedia entry Generation Centaurs have a 50% chance to be generated with a launcher and missiles; a forest centaur gets a bow and 3–14 arrows, while the other varieties get a crossbow and 3–14 bolts. Some centaurs may start peaceful. Strategy Combat Centaurs are dangerous in melee; their rapid and repeated use of wielded weapons (or bare-handed combat) combined with kicking can quickly harm or kill your character. A centaur with ranged weapons may shoot you. Shoot back or send your pet. As a pet Centaurs can use: Weapons Shields Helms Gloves Amulets of life saving Unicorn horns Potions of gain level Centaurs make superb steeds; while not quite as fast as a unicorn or a warhorse, a centaur is still very fast—a mountain centaur has a base speed of 20 and when zapped with a wand of speed monster is even faster than a player in speed boots. And unlike a unicorn or warhorse, a well-equipped centaur can take quite a beating, even in Gehennom. They can return quite a beating too: a centaur is the only steed that can wield a weapon, and given a powerful weapon (perhaps a throwaway artifact weapon from sacrificing) can easily match the damage dealt by a dragon or a jabberwock. Centaurs are very easy to keep fed, which is of particular importance where steeds are concerned. Every time you attempt to ride a steed, its tameness is decreased by one (except for Knights). While ki-rin are sometimes regarded as the "best" steeds, they do not eat, and thus they are notoriously difficult for non-Knights to keep tame. Just take care if you kill a shapeshifter: unless you dismount first and dispose of the corpse, your centaur is very likely to get to the corpse first if you ride over it. 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. Pets will no longer eat corpses that make them polymorph, unless they are starving or on the verge of becoming untame. Centaurs cannot fly, so as with all land-based steeds, take care around water, and ice too for that matter—it is very easy to slip off the steed on water you've frozen and then displace your steed into the unfrozen water, drowning it. Polymorph traps are not a problem for the centaur if the player has magic resistance: this will protect the steed too while you are riding it. The player's reflection will not transfer to the steed, but a centaur can wear a shield of reflection. 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. Riding while wearing an amulet of flying will cause the steed to fly as well—riding a mountain centaur with an amulet or shield of reflection paired with an artifact weapon can make them a somewhat viable competitor to the ki-rin. However, be sure to keep a wand of undead turning handy in case they die. EvilHack Main article: EvilHack#New player races EvilHack adds centaurs as a playable race. Player and monster centaurs can wear all armor, except boots. Encyclopedia entry Of all the monsters put together by the Greek imagination the Centaurs (Kentauroi) constituted a class in themselves. Despite a strong streak of sensuality, in their make-up, their normal behaviour was moral, and they took a kindly thought of man's welfare. The attempted outrage of Nessos on Deianeira, and that of the whole tribe of Centaurs on the Lapith women, are more than offset by the hospitality of Pholos and by the wisdom of Cheiron, physician, prophet, lyrist, and the instructor of Achilles. Further, the Centaurs were peculiar in that their nature, which united the body of a horse with the trunk and head of a man, involved an unthinkable duplication of vital organs and important members. So grotesque a combination seems almost un-Greek. These strange creatures were said to live in the caves and clefts of the mountains, myths associating them especially with the hills of Thessaly and the range of Erymanthos. [ Mythology of all races, Vol. 1, pp. 270-271 ] This page is based on a spoiler by J. Ali Harlow. 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.
# Angband A screenshot of a town level in Angband Angband is a roguelike computer game in a style somewhat different from NetHack. Angband and its variants are popular enough to rival NetHack; some classifications divide roguelike games between "hacklikes" and "bands". Angband is named for the fortress Angband, a location in J.R.R. Tolkien's Middle-earth. Angband and most of its variants have a Middle-earth theme; the usual goal is to go to the bottom of the dungeon and fight Morgoth. Among the variants of Angband was a game called ToME which initially stood for "Tales of Middle-earth". Newer versions of ToME aren't based on AngBand, and have different names with the same acronym. Contents 1 Angband references in NetHack 2 Origins 3 License 4 Gameplay 4.1 The town 4.2 The dungeon 4.3 Monsters 4.4 Objects 5 References 6 External links Angband references in NetHack The hallucinatory monsters of NetHack include some monsters from Angband. When hallucinating, you may find: Ancient Multi-Hued Dragon Ent Morgoth In the source code (at do_name.c#line888), NetHack credits Morgoth to Angband. The dragon is credited to Angband's ancestor game Moria, while Ents are credited to Tolkien's Lord of the Rings; both also appear in Angband, and Middle-earth is also the original source for Morgoth. Angband and NetHack also share various other elements from Middle-earth - e.g., lembas wafers, mithril objects, and monsters such as the hobbit and the balrog. Origins Rogue was the first roguelike game. Rogue started as a binary for BSD, then a variant of Unix running on VAX hardware. Because Rogue did not include its source code and originally ran only on one platform, several Rogue clones came into existence. For computers running VMS, the first Rogue clone was Moria, started in 1983. The port from VMS and Pascal to Unix and C was Umoria, of which Angband is a variant. Meanwhile, on Unix appeared a free Rogue clone, Hack, of which NetHack is a variant. In Rogue, the goal was to obtain an Amulet of Yendor. Moria deviated from Rogue by featuring a town above the dungeon and by not featuring the Amulet; the goal was to kill a balrog. Angband lengthened the game and featured the goals of killing Sauron and then Morgoth. Hack, though retaining the Amulet, added features like persistent levels, pets, and shops. NetHack changed the game even more with additions like dungeon branches. Development of Angband and NetHack continues today - both games have spawned many modified versions and patches, and their respective communities consider them to have developed concrete enough identities of their own to be called vanilla versions, in contrast to variants like ToME and SLASH'EM. License Angband has been free and open source software since January 2009 thanks to the Angband OpenSource Initiative [1], putting it in a similar situation to NetHack under the NetHack General Public License. The previous license was inherited from Moria and prohibited selling copies of the game, making it impossible for operating systems like Debian to include Angband when selling physical media. There are many Angband variants; the Moria license did not contain explicit permission to modify the game, but many variants predate the relicensing. Gameplay Angband is a much longer game than NetHack; Angband's dungeon is of effectively unlimited size. It may take weeks to play an Angband character from the beginning to the triumph over Morgoth (or to a late but permanent death). The town Moria added a town just outside the dungeon entrance. While NetHack players cannot leave the dungeon until they find the Amulet of Yendor, Moria and Angband players can repeatedly visit the town, using the services and shops. Central to the Angband is the Scroll of Word of Recall, an item that warps you between town and the deepest visited dungeon level. Some Angband variants even let you leave town to find other dungeons and towns. The NetHack Guidebook makes clear that the entrance to the dungeon is nowhere near town; thus one can guess that this is why leaving the dungeon without the Amulet ends your game: "You spend one last night fortifying yourself at the local inn, becoming more and more depressed as you watch the odds of your success being posted on the inn's walls getting lower and lower. "In the morning you awake, collect your belongings, and set off for the dungeon. After several days of uneventful travel, you see the ancient ruins that mark the entrance to the Mazes of Menace." – NetHack Guidebook, Chapter 1 "Introduction" Angband shops are somewhat less fun than the ones in NetHack; they consist simply of menus for buying and selling items, with no possibility of theft. More recent versions offer a "no_selling" option where the average amount of gold in the dungeon increases but items cannot be sold to shops, which eliminates a great deal of repetitive play. Items in shops are identified, so shopkeepers will not bother selling cursed items or useless stuff (like the potion of blindness). You can also identify things by selling them; this is great for unknown scrolls, potions, and magical devices from the dungeon; this helps, because the number of different potions, scrolls etc. is several times greater than in NetHack. (In recent versions, use-testing items cannot kill you so it is more conventional to play with "no_selling" and identify items by using them.) There is no "price identification" because shopkeepers never identify items until after they buy them. Instead, shopkeepers pay a base price for unidentified items. Shops are reliable sources of food and basic items; beginners can supply themselves well if they have money, however the dungeon is the only source of better and more enchanted items. Food supply is limitless and thus largely a non-factor unless one is playing an ironman game. The dungeon In Angband, there are two ways to label dungeon levels: by number (1, 2, 3, 4) as in NetHack, or by depth (50 feet, 100 feet, 150', 200') where the depth is fifty times the level number. Dungeon levels are much larger in Angband than in NetHack. Each NetHack level fits on a screen, unless your screen is smaller than the common 80-by-24 hardware terminals. Most Angband levels are much larger and must be split into panels. (There is an option to center the screen on the @, as in Linley's Dungeon Crawl, but the game typically disables this by default. Instead, the map jumps to another panel as you approach the edge. You might also experience surprise attacks from offscreen monsters as you approach the edge. So you may want to enable that center_player option. Or alternatively, just hit ^L to re-center the screen manually when you're getting uncomfortably close to the edge of the screen. Additionally, be sure to have the list of currently visible monsters showing in one of Angband's satellite terminals (this is the default), and pay attention to it.) Larger levels make room for larger rooms and longer corridors. Each level takes longer to explore; in fact some Angband players will take the first staircase instead of fully exploring a level. Dungeons are also drawn differently. For example, a NetHack room and corridor might appear like this: ---------- # |........| ########+ + door |..{.....| # # - open door |..@.....| ### # @ hero |........-#### # - | wall |......d.| # d dog |.%......| # % food ration ---------- # Now here is how it might appear in the dungeon of Angband: ########## #####+#### #........# #...'.'..+ + door #........# ###.###'#### ' open door #..@.....####...# #.# @ hero #........'....### #.# # wall #......C.###### #.# C canine #.,......# #.# , food ration ########## #.# Angband does not have persistent levels. If you return to the same depth, Angband generates a new level with new monsters and items. A consequence of this is scumming; the process of repeatedly going up and down a staircase until Angband generates a good level (made known to the player by level feelings). Because you cannot revisit a level, Angband players do not leave stashes of items like NetHack players would. Instead, the Angband town provides a home where players can stash extra items to free their inventory slots. Monsters As you fight monsters in Angband, the game will gradually memorise their capabilities. Fight enough of a particular monster, and the game's monster memory will describe how many times you killed each type, how fast the monster moves, what attacks it has, and what level it normally appears on. Angband also has the odd feature that you retain your monster memory after death, when using the same save file to start a new character. NetHack only gives a vague description of the monster, usually a quote from literature. When playing NetHack, you must remember those monsters yourself, or consult some bestiary of spoilers. When using a ranged attack, Angband lets you target any nearby monster; NetHack restricts you to firing in eight directions. However, Angband does not have symmetric field of view, especially around corners, so players exploit this to target monsters who cannot see to target the player. (For examples of this, see the "line of sight" explanation in Lord Dimwit's Advanced Strategy Guide for ToME, section 3.3 "Fighting Monsters that Summon Stuff".) Objects NetHack has plenty of ways to make objects surprise the unspoiled player: blessed, cursed, and uncursed objects, erodeproof objects, greased objects, and objects with enchantment bonuses and charges. Angband objects have some of these characteristics, however not in the same way. NetHack applies a B/U/C system to all items, and NetHack curses can have many undesirable effects, such as less healthy potions. However, an Angband curse is only a "tag on" property of the item that prevents you from taking it off, but does not normally degrade the item. (Like NetHack, Angband does generate cursed weapons and armor with negative enchantments.) In some ways, Angband objects can be even more complex than NetHack objects, especially in Angband variants. For example, ToME has: Artifacts. Unique items with extra powers, taken from a fixed list, similar to NetHack artifacts. (Recent vanilla Angbands offer an option to have the list randomly generated, which is useful for veteran players who know the fixed list by heart.) Randarts. Randomly-generated items that have artifact-like properties. Ego items. Extra properties; that Scimitar might be a Scimitar of Frost, which does extra cold damage and provides cold resistance. Junkarts. Does nothing except when you "activate" (invoke) it. Sometimes, the Scroll of Identify does not reveal all these advanced properties, and one must use a Scroll of *Identify* instead. Probabilities control the generation of items in both games. These probabilities remain uniform in NetHack across dungeon levels, though they differ between branches; this is why the Gnomish Mines has more tools. But in Angband, each item has an associated dungeon depth. In general, Angband items become progressively more powerful as the hero descends deeper into the dungeon. Down there, weapons and armor have better enchantments, and there are more and better artifacts. In ToME, even wands will feature higher base levels. A winning player often wields and wears several artifacts simultaneously! Both NetHack and Angband players can wield weapons, wear armor (in several armor slots), and put on rings and amulets. In Angband, wearing something frees an inventory slot, which is useful because Angband only has 23 slots (a to w). Even when counting equipment slots, Angband still has fewer slots than NetHack, which gives you 52 slots (a to z and A to Z). In addition, NetHack has containers like bags and chests to hold many screenfuls of items; Angband does not. However, Angband has fewer kinds of item, and items that are not immediately required can be stored in one's home on returning to town. Part of the game's long-term strategy is recognising which items should be retained in the home's limited capacity, and building up a stock of powerful consumables for the final battle with Morgoth. References ↑ http://groups.google.com/group/rec.games.roguelike.angband/msg/2db2fc9961d41c50 External links Wikipedia has an article about: Angband (computer game) RogueBasin has a wiki page about: Angband rephial.org, official Angband site angband.oook.cz, Angband community site Thangorodrim, old official Angband site (no longer updated) Variants: Official ToME site Official ZAngband site (no longer updated) oook's variant list
# Body parts The body parts of NetHack characters are used during the game in many ways. If polymorphed into a monster, you may lack a body part and be unable to perform some task. Such tasks include wearing armor, so if you polymorph into a handless monster, your gloves will fall off. Messages for different body parts are changed as appropriate, for example if you don't have toes in a particular form, it may refer to your "pseudopod extremities" instead. These descriptions are grouped by a number of different overall body types.[1] Contents 1 List of body parts 2 Default (humanoid) form 2.1 Hands 2.1.1 Fingers 2.2 Head 2.2.1 Eyes 2.2.2 Neck 2.3 Body 2.4 Feet 3 Monster bodies 3.1 Horns 3.2 Eyes 4 References List of body parts All body parts are defined[2] for all monsters, although some are "empty"—for example, a headless monster still needs to reference a head for some messages. Included in the body parts are special areas for particular effects—for example, how to describe a light-headed monster with no head, or the "blood" of a being composed of pure energy. The body parts defined are: Arm Eye Face Finger Fingertip Foot Hand Handed (a generic description of the "hands"; for instance, if you have tentacles rather than hands, you are "tentacled") Head Leg Light headed (if you are headless, you may be "played out" or "addled" instead) Neck Spine Toe Hair Blood (if not blood, you could be losing "life force") Lung Nose Stomach There are definitions for all groups of these body parts. In addition to being groups, the above are also the names of the body parts used for humanoids. Default (humanoid) form Hands You have two hands and can wear gloves on them. The right hand is primarily used for wielding a weapon; the left can wear a shield or wield a second weapon. Some weapons are two-handed, requiring both hands to wield one. If not wielding a weapon, you fight with your bare (or gloved) hands. Fighting cockatrices or chickatrices bare-handed is fatal. Fingers A ring can be worn on each of your two ring fingers. There is little difference between your left and right ring fingers; one difference is that, because all characters are right-handed, a cursed wielded weapon makes it impossible to put on or remove a ring from that hand's finger. If you encounter an incubus or succubus, the ring of adornment is a special case. Incubi like to put one onto a female character's left hand, replacing whatever ring there currently is. This may be fatal if you are, for example, floating over some water with a ring of levitation. You cannot put on or remove rings when wearing cursed gloves. Head Your head can be fitted with a helm, which offers limited protection against falling objects and mind flayer tentacles. Creatures with more than one head may still wear only one helm. Eyes There is also room on your head for something around your eyes: a blindfold, towel, pair of lenses, or the Eyes of the Overworld. Your eyes can be blinded in a number of ways, such as putting on a blindfold or being attacked by a yellow light. If your eyes are covered by a cream pie or blinding venom, you can use a towel or #wipe to clear it away. Neck Creatures with a head also have room on the neck for an amulet. Body On your body you can wear a shirt (T-shirt or Hawaiian shirt), body armor, and a cloak, in that order. You must take them off in reverse order. Feet Your feet can wear a pair of boots. They are otherwise bare, so are subject to the same dangers as bare hands. Monster bodies The bodies of monsters are defined in some detail. Humanoid monsters generally have all of the above features, and hence can wear armor, wield weapons, and manipulate objects. Other monsters might lack hands or a head, or even a shape of any kind. The grouped body types are as follows:[3] Humanoid Jelly Animal Bird Horse Sphere Fungus Vortex Snake Fish Horns Some monsters have horns, and hence cannot wear hard helms. Unicorns and ki-rin have a single horn, while horned devils, minotaurs, balrogs, and Asmodeus have two.[4] Eyes Floating eyes and the Cyclops have only one eye, while eyeless monsters naturally have none; all others have two.[5] References ↑ polyself.c in NetHack 3.4.3, line 1131 ↑ hack.h in NetHack 3.4.3, line 226 ↑ polyself.c in NetHack 3.4.3, line 1131 ↑ mondata.c in NetHack 3.4.3, line 304 ↑ mondata.h in NetHack 3.4.3, line 41 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 talk:DrRTFM Welcome! Welcome! Hi, DrRTFM! 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) 13:51, 29 June 2021 (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 17:52, 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 &nbsp;Invert selection &nbsp;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 &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;00:43&nbsp; Electric eel‎ (diff | hist) . . (+193)‎ . . Umbire the Phantom (talk | contribs) (formatting, make strategy more sensible)
# 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 &nbsp;Invert selection &nbsp;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 &nbsp;m&nbsp;&nbsp;&nbsp;08:36&nbsp; Price identification‎ (diff | hist) . . (+3)‎ . . Umbire the Phantom (talk | contribs) (→‎GruntHack: word choice) 23 July 2023 &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;22:24&nbsp; Call‎‎ (7 changes | history) . . (+2,271)‎ . . [Umbire the Phantom‎; Ion frigate‎ (3×); Cathartes‎ (3×)] &nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 22:24 (cur | prev) . . (+44)‎ . . Umbire the Phantom (talk | contribs) (some sectioning) &nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 22:18 (cur | prev) . . (+214)‎ . . Cathartes (talk | contribs) (→‎Limitations: you can rename Vlad in 3.6+ though) &nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 22:09 (cur | prev) . . (+77)‎ . . Cathartes (talk | contribs) (mention named corpses, version, references section) &nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 22:06 (cur | prev) . . (+265)‎ . . Cathartes (talk | contribs) (→‎Limitations: add ref; also, reviving the renamed the statue/corpse of a unique monster doesn't preserve the new name after 3.6.1) &nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 06:59 (cur | prev) . . (+3)‎ . . Ion frigate (talk | contribs) (ambiguous clause) &nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 06:55 (cur | prev) . . (+2)‎ . . Ion frigate (talk | contribs) (You can actually use single or double quotes in a monster name, but this is more legible) &nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 06:52 (cur | prev) . . (+1,666)‎ . . Ion frigate (talk | contribs) ("What do you want to call King Arthur called the idiot?" "The idiot doesn't like being called names!")
# User talk:Rockstar7514 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! -- Shijun (Talk) 06:19, February 19, 2010
# Macro This is how the macro system looks like This page contains help on making a simple and powerful macro system in NetHack. Contents 1 Installation 2 In-game usage 3 Sample macros 4 See Also 5 Links Installation This was tested on: WinXP SP3 + nethack-343-win (NetHackW.exe) Download AutoHotkey Basic installer http://www.autohotkey.com/download/ Install AutoHotkey Basic Create runmeonce.ahk AutoHotkey script containing following code in your NetHack directory: ;This is NethackW macro system script ;DO NOT edit unless you know what you're doing #SingleInstance ignore if A_IsCompiled &lt;&gt; 1 { ;Create launcher file #NoTrayIcon Loop *.ico { ;Search for icon sIcon = %FileList%%A_LoopFileName% Break } if sIcon = { MsgBox 16, Error, Icon is missing! Make sure if any file with .ico extension is present in Nethack directory. Run http://nethackwiki.com/wiki/Macro#icon ExitApp } RunWait Ahk2exe.exe /in "%A_ScriptFullPath%" /out "NHLauncher.exe" /icon "%sIcon%" /pass "nethack",Hide MsgBox 64, Information, Run NHLauncher.exe to start NetHack. Have fun! FileDelete %A_ScriptFullPath% FileDelete %sIcon% ExitApp } IfNotExist trigger.ahk { MsgBox 16, Error, trigger.ahk not exist! You will be redirected to trigger.ahk source code. Run http://nethackwiki.com/wiki/Macro#trigger ExitApp } Process, Exist, NethackW.exe NewPID = %ErrorLevel% if NewPID = 0 { ;Start Nethack GoSub RunTrigger RunWait NethackW.exe GoSub KillTrigger ExitApp } else { MsgBox 16, Error, Nethack is already running. ExitApp } return KillTrigger: SetTitleMatchMode, 2 DetectHiddenWindows, on SendMessage, 0x44, 0x405, 0, , trigger.ahk - AutoHotkey v RunWait TaskKill /pid %ErrorLevel% /fi "STATUS ne RUNNING",,Hide return RunTrigger: Run trigger.ahk return #ifWinActive ahk_class MSNHMainWndClass !^r:: { ;Reset triggers manually Gosub KillTrigger Gosub RunTrigger MsgBox 0, Information, Triggers script restarted return } ^w:: { ;NetHackWiki Search Engine InputBox, sWiki, Search on NetHackWiki, , , , 100 if sWiki&nbsp;!= Run http://nethackwiki.com/index.php?search=%sWiki%&amp;fulltext=0 return } ^m:: { ;Add new macro fTemp = trigger.tmp1 bFound = 0 bDelete = 0 bSuccess = 0 InputBox, sHotkey, Input trigger key,,, 200, 100 if sHotkey = { ;View triggers.ahk Loop { FileReadLine, sLine, trigger.ahk, %A_Index% if ErrorLevel break FileAppend, %sLine%`n, %fTemp% if ((sLine) = (";In game triggers")) fTemp = trigger.tmp2 } FileRead Contents, trigger.tmp2 if Contents = MsgBox 0, Information, Macro list is empty. else MsgBox 0, Information, Macro file contains following entries:`n`n%Contents% FileDelete trigger.tmp* Contents = ; Free the memory. return } InputBox, sAction, Input macro action,,, 200, 100 if sAction = bDelete = 1 Loop { ;Read analize and save file FileReadLine, sLine, trigger.ahk, %A_Index% if ErrorLevel break IfInString, sLine, %sHotkey%:: Send { ;Equal entry found! bFound = 1 if (bDelete &lt;&gt; 1) { MsgBox, 36, Old entry found!, %sLine%`n`nReplace with Send %sAction%? IfMsgBox Yes { FileAppend, %sHotkey%:: Send %sAction%`n, %fTemp% } else FileAppend, %sLine%`n, %fTemp% bSuccess = 1 } else { ;Entry deletion MsgBox, 292, Entry deletion , Delete entry %sLine%? IfMsgBox No FileAppend, %sLine%`n, %fTemp% bSuccess = 1 } } else FileAppend, %sLine%`n, %fTemp% if ((sLine) = (";In game triggers")) fTemp = trigger.tmp2 } if (bFound = 0) { if (bDelete &lt;&gt; 1) { bSuccess = 1 FileAppend %sHotkey%:: Send %sAction%`n, %fTemp% } } if (bSuccess &lt;&gt; 1) MsgBox 0, Error, Macro action cannot be empty { ;Merge files and clear up FileRead Contents, trigger.tmp2 Sort, Contents FileAppend %Contents%, trigger.tmp1 FileCopy trigger.tmp1, trigger.ahk, 1 FileDelete trigger.tmp* Contents = ; Free the memory. } GoSub KillTrigger GoSub RunTrigger } Create trigger.ahk AutoHotkey script containing following code in your NetHack directory: #NoTrayIcon #SingleInstance ignore MapScrollSteps = 28 #IfWinActive ahk_class MSNHMainWndClass /:: Loop 5 { Send s } return ;Diagonal movement remapping ^a:: Send {Home} ^s:: Send {Pgup} ^z:: Send {End} ^x:: Send {Pgdn} ;Map scrolling left ^Left:: Loop %MapScrollSteps% { Send ^{Left} } return ;Map scrolling right ^Right:: Loop %MapScrollSteps% { Send ^{Right} } return ;WARNING! Leave one empty line at the end of file ;In game triggers !Down:: Send o{Down} !Left:: Send o{Left} !Right:: Send o{Right} !Up:: Send o{Up} F12:: Send Oi{Enter}Oi{Enter} Download custom .ico file and save it in your NetHack directory (for example: http://findicons.com/icon/257701/d12_128x128) Script will automatically use first .ico file in alphabetical order. Run runmeonce.ahk to compile a script In-game usage Run NHLauncher.exe to start NetHack. Press CTRL+M during the game and follow the on screen instructions to add a new macro action Example: If you want to make a macro for casting your first spell (for instance to cast Extra healing on yourself) press CTRL+M Input trigger key: F1 Input macro action: Za. Macro has been created and can be used immediately. To view a full list of created macro triggers and actions press CTRL+M then ENTER To delete a macro press CTRL+M next input it's trigger key and leave macro action empty. You will be asked to remove it. Press CTRL+W and input a keyword. You will be redirected to appropriate NetHackWiki article. Sample macros There are already few macros in standard trigger.ahk file. Seaching macro can be removed only by editing a file so, if you don't need it you'll have to edit it by yourself. Included macros: Diagonal directions key mapping for laptops with uncomfortable position of [Home, End, Page Up, Page Down] keys changed to CTRL+[A, Z, S, X]. Searching for 5 turns by pressing / key. F12 sorts inventory letters ALT+[Direction] opens a door CTRL+[Left, Right]Scrolls map smoothly. Change variable MapScrollSteps in trigger.ahk to adjust scroll range. You can make your own macros during the game as well. Examples: TAB key to apply an oil lamp. F1,F2 to cast offensive spells. F3,F4 to wear different sets of armor. k for using a key/lockpick instead of kicking. See Also GNU&nbsp;screen does similar things on unixoid computers. e. g. remapping the movement keys to avoid breaking pacifist conduct, Paste Links List of special key aliases
# Talk:The Temple of Moloch Convertable? Being as I'm already gonna annoy Moloch by taking no shite from his alligned priests - is it possible to convert this altar? I mean, there's not much point in tempting fate if the reward is simply unattainable, but a friendly altar would be nice to have available, if it's possible. FWIW, I'm playing a near-pious rogue, looking for an altar to Kos. ——Emdoub (talk) 05:17, 19 September 2019 (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 18:01, 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 &nbsp;Invert selection &nbsp;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 &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;13:59&nbsp; DNetHack artifacts‎‎ (2 changes | history) . . (+36)‎ . . [Wikid‎; Noisytoot‎] &nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 13:59 (cur | prev) . . (+40)‎ . . Noisytoot (talk | contribs) (The Singing Sword can also be named by elves and anyone who has bound Orthos) &nbsp;m&nbsp;&nbsp;&nbsp; 08:51 (cur | prev) . . (-4)‎ . . Wikid (talk | contribs) (→‎The Singing Sword: now obtained by naming) 20 July 2023 &nbsp;m&nbsp;&nbsp;&nbsp;23:17&nbsp; DNetHack artifacts‎ (diff | hist) . . (+2,264)‎ . . EasterlyIrk (talk | contribs) (add war-helm of dreaming, star-emperor's ring) 19 July 2023 &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;14:19&nbsp; Quarterstaff‎ (diff | hist) . . (+147)‎ . . Tomsod (talk | contribs) (→‎dNetHack: mention the (un)holy dmg multiplier)
# Green-elf @ Green-elf Difficulty 7 Attacks Weapon 2d4 @ Green-elf Difficulty 7 Attacks Weapon 2d4 Base level 5 Base experience 61 Speed 12 Base AC 10 Base MR 10 Alignment -6 (chaotic) Frequency (by normal means) 2 (Quite rare) Genocidable Yes Weight 800 Nutritional value 350 Size Medium Resistances Sleep Resistances conveyed Sleep (33%) A Green-elf: has a head, a couple of arms, and a torso. can see invisible creatures. is omnivorous. is an elf. can pick up weapons and food. has infravision. can be seen through infravision. normally appears in small groups. Reference monst.c#line2324 The Green-elf, @, is a monster in NetHack, only slightly stronger than a Woodland-elf. As with all elves, their corpses have a chance of granting intrinsic sleep resistance and they can be generated with any type of elven equipment of which they will make use. After eating, the message "You feel wide awake" indicates you developed sleep resistance. 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.
# 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 17:49, 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 &nbsp;Invert selection &nbsp;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 &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;03:09&nbsp; Dragon scale mail‎ (diff | hist) . . (+93)‎ . . Noisytoot (talk | contribs) (Red dragon scale shields do not grant flying in dNetHack) 19 July 2023 &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;17:18&nbsp; Dragon scale mail‎‎ (3 changes | history) . . (+179)‎ . . [Noisytoot‎ (3×)] &nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 17:18 (cur | prev) . . (+35)‎ . . Noisytoot (talk | contribs) (dNetHack has deep DSM too) &nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 16:49 (cur | prev) . . (+26)‎ . . Noisytoot (talk | contribs) (Orange DSM also grants hallucination resistance in dNetHack) &nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 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.)
# Wand of nothing / Name nothing Appearance random Abundance 2.5% Base price 100 zm Weight 7 Type random Maximum charges 8 or 15 Monster use Will not be used by monsters. The wand of nothing is a wand that appears in NetHack. Contents 1 Effects 2 Strategy 3 History 4 xNetHack Effects True to its name, the wand does absolutely nothing when zapped, engraved with, or broken by applying. Nevertheless, it has charges like any other wand. A wand of nothing can either be non-directional, giving no feedback whatsoever when zapped, or prompt for a direction, then do nothing with it; each variant is equally likely. The variant is randomly determined per-game, not per-item, so if you find a non-directional wand of nothing, all other wands of nothing in that game will also be non-directional. Whether the wand is directional or not determines how many starting charges it has (4-8 if directional, 11-15 if non-directional). A wand of nothing is non-magical, and so doesn't lose its charges to cancellation. As the only non-magical type of wand, it will usually turn into a magical wand when polymorphed. Note that the message "Nothing happens." isn't associated specifically with the wand of nothing, but with any wand that's out of charges. A wand of nothing only produces this message when it happens to be out of charges. Strategy The wand of nothing's properties tend to interfere with identifying other wands; however, the only other wand with a base price of 100 zorkmids is the wand of light, which is very easy to identify and safe to zap or engrave with. Only 25% of all price 100 wands are wands of nothing. It can also be formally identified by elimination once all wands are known that produce no message when engraving. The wand of nothing's only real use is as polyfodder. Converting it to any other magical wand will keep its amount of charges intact, which is especially useful if it's the non-directional variant with more charges. History Prior to NetHack 3.6.0, all wands of nothing were directional. xNetHack In xNetHack, wielding a wand of nothing gives a bonus when spellcasting, increasing the player's effective intelligence score by 5 when calculating the energy cost. This effect is the same as wearing a robe or wielding a quarterstaff, and these effects do not stack.
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# Cockatoo c cockatoo Difficulty 4 Attacks Bite 1d4 c cockatoo Difficulty 4 Attacks Bite 1d4 Base level 3 Base experience 31 Speed 15 Base AC 6 Base MR 0 Alignment 0 (neutral) Frequency (by normal means) 1 (Very rare) Genocidable Yes Weight 75 Nutritional value 30 Size Small Resistances None Resistances conveyed None A cockatoo: has no hands. is an animal. is herbivorous. can be tamed by feeding. wanders randomly. can be seen through infravision. normally appears in small groups. Reference SLASH'EM_0.0.7E7F2/monst.c#line331 A cockatoo is a new domestic monster in SLASH'EM. It can be tamed with vegan food, but it does not make a terribly good pet. Although comparable to a kitten or little dog, it cannot grow up. It cannot fly, strangely enough. Do not displace it into water or lava! Sounds Cockatoos share with parrots an interesting array of sounds when #chatted to; see that article for more information.
# Tunnel worm A tunnel worm is a type of worm appearing only in SLASH'EM which can tunnel through walls like a rock mole. w tunnel worm Difficulty 8 Attacks Bite 3d4 w tunnel worm Difficulty 8 Attacks Bite 3d4 Base level 7 Base experience 92 Speed 9 Base AC 5 Base MR 0 Alignment 0 (neutral) Frequency (by normal means) 1 (Very rare) Genocidable Yes Weight 300 Nutritional value 200 Size Medium Resistances acid Resistances conveyed None A tunnel worm: can tunnel through walls. cannot pick up items. has no limbs. is an animal. has a serpent body. is carnivorous. is normally generated hostile. does not appear in Gehennom. Reference SLASH'EM_0.0.7E7F2/monst.c#line1743 This page is a stub. Should you wish to do so, you can contribute by expanding this page.
# 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 17:31, 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 &nbsp;Invert selection &nbsp;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 &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;00:11&nbsp; Big Room‎ (diff | hist) . . (+16)‎ . . Darth l33t (talk | contribs) (→‎Big Room #10: a better representation of what the level looks like)
# Levitation Levitation is a property by which you lose contact with the floor. It allows free movement horizontally (i.e. north, south, east, west, and diagonally), but not up or down. (NetHack is different in this respect from the Dungeons and Dragons games, for example, in which levitation only allows controlled movement up and down, but not horizontally.) Levitation (or flying, an improved version) can be useful (in fact, almost necessary to win the game); but it can also be very detrimental if you have no control over when it ends. While riding, levitation causes your steed to levitate as well. Levitation can be gained extrinsically by wearing a ring of levitation or levitation boots. The Heart of Ahriman can be invoked to toggle levitation, or dropped to turn it off. Levitation can also be gained as a temporary intrinsic property by casting the spell of levitation, by quaffing a potion of levitation, or by eating a ring of levitation. Polymorphing yourself into eyes or spheres will also levitate (or more precisely, float) you. Because levitation causes you to lose contact with the ground, many actions become impossible: mounting a steed (unless it is a floating or flying steed, or unless you can levitate at will); spinning a web, if you are in spider form; while blind, feeling any information about the surrounding terrain, items, and engravings, other than walls, doors (and doorways), corridors, and boulders; sitting; drinking from a fountain; dipping an item into a fountain, pool or moat; jumping; picking up items on the ground (except using a bullwhip or grappling hook); kicking without something behind you to brace against; reliably kicking a "very small" monster that does not fly (you fail 2 times out of 3); kicking open a secret door or the entrance to a secret corridor, or kicking a throne, altar, sink or fountain; identifying water walking boots by trying to walk on water; pushing a boulder; eating food from the floor; offering corpses that are on the floor; engraving, except by using a charge from a wand of fire, wand of digging, or wand of lightning; looting a container that is on the ground; digging downwards with a tool; locking or unlocking a container; applying a stethoscope to the ground or to a corpse; going down stairs. The major difference between levitation and flying is that flying leaves you with control over your vertical movement, so that most of the actions listed above are still possible. However, there are benefits from being out of contact with the ground, as well: you cannot fall into a pool or moat, or lava (and travel will move over such terrain); you are unaffected by the normal effects of ice; you float right over ground-based traps (squeaky boards, holes, trap doors, bear traps, pits and spiked pits), except in Sokoban; although you can trigger land mines, it is with only a 1 in 3 chance, and even if you do you are not caught in the resulting explosion; fumbling does not make you slip, trip, or make noise; although there is no ground on the Plane of Air, levitation nevertheless allows you to control your movements there; your encumbrance is calculated as if you had a Strength of 25; level teleporting to a level between -1 and -9 causes you to escape the dungeon safely, rather than fall to your death; you do not erase engravings with movement, or even attacks (although in NetHack 3.6.1 fighting while levitating over Elbereth still removes it and gives an alignment penalty); However, flying does smudge Elbereth. A few other actions are affected by levitation: If underwater (perhaps surviving there with an amulet of magical breathing), starting to levitate causes you to instantly surface. Uncontrolled teleportation will only teleport you above lava if you are levitating extrinsically. You have a 3 in 8 chance of avoiding being killed by a drawbridge. Dropping fragile items may break them. When throwing objects, or performing other similar actions like kicking, you are propelled in the opposite direction (known as "hurtling"). (This is not affected by whether you are on the Plane of Air at the time.) The distance you move depends on the weight of the object you throw; all the movement is done instantly, but you are then helpless for 1 turn for every square you move (or would have moved, if you collide with something first). Throwing while levitating gives a Luck penalty in Sokoban. Untrapping containers will always make you try to remove a trap. Generally speaking, you cannot cancel levitation voluntarily once it starts. A few sources of levitation can be ended voluntarily by pressing &gt; ("levitation at will"): the Heart of Ahriman, a blessed potion, or a spell cast at skilled level or higher. These sources will also grant control over pre-existing intrinsic levitation. Levitation gained extrinsically can be ended by removing the item that grants it, although equipment that grants levitation is often generated cursed. Most forms of levitation are ended by levitating over a sink; it deals up to 25 damage and ends timeouts except for those gained by eating the ring or polyself, and unequips items that grant levitation even if they are cursed or worn under other items. Cursed levitation items are also considered a major trouble, and so it is sometimes possible to pray to uncurse them. Strategy Beware crossing lava or water using a non-blessed potion of levitation or unskilled or basic spell of levitation: the effect wears off after a random and highly variable time (as little as 10 turns if you're unlucky), and if it times out at an inopportune moment, you could die instantly. In NetHack 3.6.1, you will be able to feel when your levitation is about to wear off, giving you some time to get back to safe ground, but you should still be careful not to be left stuck there. It is virtually impossible to complete the Elemental Planes without levitation, unless you have some means of flying. Generally, the ring of levitation is considered the best source, as it does not take up an armor slot, lasts until it is taken off, and can be easily removed and put back on again. However, it is vulnerable to lightning and shock attacks—be careful, especially if you don't have reflection. Other good sources include levitation boots, the Heart of Ahriman (usually only applicable if you are a Barbarian or happen to find it in bones), and the skilled levitation spell (unskilled is very dangerous, as it may give you as little as 10 or as many as 149 turns per cast, and cannot be voluntarily ended). If you do not have any of these available by the time you get to the Planes, a single blessed potion of levitation quaffed right as you reach the Plane of Air will give you at least 250 turns of levitation, which is plenty to get you through all three of the remaining Elemental Planes as long as you don't dawdle. If you have some means of flying, levitation is usually unnecessary. History Prior to version 3.6, levitation repelled the water on the Plane of Water, allowing you to move outside air bubbles there without drowning (as opposed to water walking). Prior to NetHack 3.6.1, engravings in the dust would never degrade while levitating. Therefore, writing Elbereth in the dust and then levitating was a powerful way to melee monsters (likely one reason wizards cannot start with a ring of levitation). If you are already levitating, a wand of magic missile can be used to engrave in the dust. This consumes one charge, but since wands of magic missile are virtually useless as attack wands, this is usually a good use of the charge. Due to a now-fixed bug, attempting to engrave with an empty wand will check to see if you wrest the wand before attempting to engrave. This allows repeated attempts to wrest in zero time; levitation makes it more comfortable because you don't have to abort writing each time. Some players consider doing this cheating. Messages You start to float in the air! You begin levitating. Up, up, and awaaaay! You're walking on air! You begin levitating while hallucinating. You float up, out of the pit! You begin levitating and escape from a pit in the process. Your body pulls upward, but your <legs> are still stuck. You begin levitating, but are still stuck in the floor. You float up, only your <leg> is still stuck. You begin levitating, but are still trapped in a bear trap or web. You float away from the maw. You begin levitating, but are still stuck inside a monster digesting you. You spiral up into <it>. You begin levitating, but are still stuck inside a non-digesting engulfing monster. You gain control over your movements. You begin levitating on the Plane of Air. You are no longer able to control your flight. You were flying when you began levitating. You cannot stay on <your steed="">. Your levitation caused you to dismount your steed. <your steed=""> magically floats up! You began levitating using the Heart of Ahriman, which causes your steed to levitate as well. You float slightly lower. Your levitation will wear off in 4 turns. You wobble unsteadily in the air. Your levitation will wear off in 2 turns. You wobble unsteadily over the <liquid>. Your levitation will wear off in 2 turns, and you are hovering over water or lava. You float gently to the <ground>. You stop levitating. Bummer! You've hit the ground. You stop levitating while hallucinating. You have stopped levitating and are now flying. You stop levitating while you can fly. You float down, but you are still <swallowed engulfed="">. You stop levitating while engulfed. You fall over. You stop levitating while trapped in a Sokoban pit. Bummer! You've crashed. You stop levitating while trapped in a Sokoban pit and hallucinating. You begin to tumble in place. You stop levitating on the Plane of Air. You feel heavier. You stop levitating on the Plane of Water. Startled, <it> can no longer hold you! You stop levitating while held by a monster. You aren't able to maintain your hold on <it>. You stop levitating while holding a monster. This page may need to be updated for the current version of NetHack. It may contain text specific to NetHack 3.6.3. Information on this page may be out of date. Editors: After reviewing this page and making necessary edits, please change the {{nethack-363}} tag to the current version's tag or {{noversion}} as appropriate. </it></it></swallowed></ground></liquid></your></your></it></leg></legs>
# File:Agent.gif File File history File usageNo higher resolution available. Agent.gif ‎(16 × 16 pixels, file size: 287 bytes, MIME type: image/gif) Summary Quest monster tile from the Infidel patch. File history Click on a date/time to view the file as it appeared at that time. Date/TimeThumbnailDimensionsUserComment current16:20, 15 July 202116 × 16 (287 bytes)Tomsod (talk | contribs)Quest monster tile from the Infidel patch. You cannot overwrite this file. File usage The following page uses this file: User:Tomsod/YANIs and patches/Infidel/Quest
# File:Chozo32.png File File history File usage MetadataSize of this preview: 800 × 600 pixels. Other resolutions: 320 × 240 pixels | 1,280 × 960 pixels. Original file ‎(1,280 × 960 pixels, file size: 871 KB, MIME type: image/png) Chozo / Abigaba full 32x32 tileset, as a PNG image. Retrieved from archive.org; according to the page this is intended for NetHack 3.4.2. File history Click on a date/time to view the file as it appeared at that time. Date/TimeThumbnailDimensionsUserComment current03:51, 21 August 20181,280 × 960 (871 KB)Phol ende wodan (talk | contribs)Chozo / Abigaba full 32x32 tileset, as a PNG image. Retrieved from archive.org; according to the page this is intended for NetHack 3.4.2. You cannot overwrite this file. File usage The following page uses this file: Abigaba tiles 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 resolution28.34 dpcVertical resolution28.34 dpc
# 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 &nbsp;Invert selection &nbsp;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 &nbsp;m&nbsp;&nbsp;&nbsp;16:09&nbsp; EvilHack‎‎ (3 changes | history) . . (+1,958)‎ . . [K2‎ (3×)] &nbsp;m&nbsp;&nbsp;&nbsp; 16:09 (cur | prev) . . (+1,831)‎ . . K2 (talk | contribs) (→‎Shields: details) &nbsp;m&nbsp;&nbsp;&nbsp; 15:42 (cur | prev) . . (+113)‎ . . K2 (talk | contribs) (→‎Game mechanics: placeholder for new skills) &nbsp;m&nbsp;&nbsp;&nbsp; 15:15 (cur | prev) . . (+14)‎ . . K2 (talk | contribs) (→‎Air: more wording) 23 July 2023 &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;08:36&nbsp; EvilHack‎ (diff | hist) . . (-82)‎ . . Umbire the Phantom (talk | contribs) (pass for word choice and rephrasing) 21 July 2023 &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;14:30&nbsp; EvilHack‎‎ (3 changes | history) . . (+1,487)‎ . . [K2‎ (3×)] &nbsp;m&nbsp;&nbsp;&nbsp; 14:30 (cur | prev) . . (+17)‎ . . K2 (talk | contribs) (→‎Major changes: convicts and thievery) &nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 14:17 (cur | prev) . . (+1,444)‎ . . K2 (talk | contribs) (→‎Game mechanics: open air) &nbsp;m&nbsp;&nbsp;&nbsp; 13:42 (cur | prev) . . (+26)‎ . . K2 (talk | contribs) (→‎Game mechanics: move artifact twoweaponing behavior under 'twoweaponing' section) 18 July 2023 &nbsp;m&nbsp;&nbsp;&nbsp;04:53&nbsp; EvilHack‎ (diff | hist) . . (0)‎ . . K2 (talk | contribs) (build date)
# Cold In addition to harming the player and monsters, cold in NetHack can shatter potions, freeze watery terrain, and harden lava. Cold damage comes from the following sources: Zapped or broken wand of cold Blown frost horn Spell of cone of cold Cold breath of a winter wolf (cub), white dragon, or silver dragon Melee attack of an ice troll, ice devil, or lich (any type) Passive attack of a brown mold or blue jelly Engulfing attack of an ice vortex Explosion attack of a freezing sphere Bonus damage of the artifact Frost Brand Contents 1 Effects 1.1 Passive cold attacks 2 Cold protection 3 SLASH'EM 4 UnNetHack 5 References Effects All potions on the floor or in your main inventory can be destroyed by cold, by freezing and shattering. Potions in containers are safe. Cold rays and explosions may freeze water, turning it into ice. In NetHack 3.6.0 ice formed this way is likely to be temporary, melting back to water after 50-2000 turns[1], so be careful when standing on it! Water on the Plane of Water will never turn to ice ("The water freezes for a moment.") The same attacks can also cause lava to cool and solidify into an ordinary stone floor. Hardened lava will not thaw out again, at least not in the present version. Passive cold attacks The cold-based passive attacks of brown molds and blue jellies are noteworthy: if they do damage to the target, they heal the mold or jelly and can even cause it to multiply! Each attack that does damage adds half the number of points of damage to the monster's hit points. If the new hit point total exceeds the monster's current maximum, the maximum increases. If the monster gains enough hit points from this it will divide into two monsters of the same type. Thankfully, cold resistance, which prevents damage from this attack, keeps such monsters from multiplying at your expense. Cold protection Damage to yourself or your inventory can be prevented or minimized by the following: Resistance: Intrinsic or extrinsic cold resistance prevents or reduces hit point loss from cold attacks. It does not prevent destruction of potions in your main inventory. Reflection: Cold rays and breath attacks can be reflected, preventing damage to yourself and your items. Nondirectional attacks (melee, passive attacks, explosions) cannot. Containers: Items in containers are safe from fire damage. Magic cancellation: High MC can protect your inventory from melee cold attacks. It does not prevent damage from passive or engulfing cold attacks, or from explosions or ray attacks. SLASH'EM SLASH'EM features the new role of Ice Mage and the artifact athame named Deep Freeze, which deals cold damage. The following new SLASH'EM monsters have cold attacks: snow ants, shadow wolves, mist wolves, steel golems, crystal golems, shadows, and Vecna. When entering the Chaotic Quest, you will get the message, "You feel deathly cold." This coldness does not harm you or damage anything in your inventory. UnNetHack UnNetHack adds a cold trap, found in Sheol, which deals cold damage in a manner similar to a fire trap. References 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 3.6.0. 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. ↑ src/zap.c in NetHack 3.6.0, line 4105
# Shirt A shirt is a piece of armor worn underneath body armor. There are two types of shirt in NetHack: the T-shirt and the Hawaiian shirt. Both are functionally identical. 0.2% of all randomly generated armor items are T-shirts, while 0.8% are Hawaiian shirts. Contents 1 T-shirt 1.1 T-shirt texts 1.2 History 2 Hawaiian shirt 3 Strategy 4 Variants 4.1 Convict patch 4.2 dNetHack 4.3 SLASH'EM 4.4 SlashTHEM 4.5 SpliceHack 5 Encyclopedia entry 5.1 Hawaiian shirt 6 References T-shirt [   T-shirt   Appearance T-shirt Slot shirt AC 0 Special readableshop markup Base price 2 zm Weight 5 Material cloth A T-shirt is the first of the two shirts. T-shirts can be read. If you go shopping when wearing a T-shirt and the shopkeeper sees it (i.e., there is no body armor or cloak over it), he will charge an extra 1/3 markup and buy things for 1/3 of the base price. Reading a T-shirt will display a message. The message is dependent on the item's object ID, so it will remain consistent for any one T-shirt.[1] If the shirt is eroded, some of the text might be altered, just as an engraving would be.[2] Reading a T-shirt breaks the illiterate conduct. T-shirt texts The possible messages are:[3] "I explored the Dungeons of Doom and all I got was this lousy T-shirt!" "Is that Mjollnir in your pocket or are you just happy to see me?" "It's not the size of your sword, it's how #enhance’d you are with it." "Madame Elvira's House O' Succubi Lifetime Customer" "Madame Elvira's House O' Succubi Employee of the Month" "Ludios Vault Guards Do It In Small, Dark Rooms" "Yendor Military Soldiers Do It In Large Groups" "I survived Yendor Military Boot Camp" "Ludios Accounting School Intra-Mural Lacrosse Team" "Oracle(TM) Fountains 10th Annual Wet T-Shirt Contest" "Hey, black dragon! Disintegrate THIS!" "I'm With Stupid --&gt;" "Don't blame me, I voted for Izchak!" "Don't Panic" "Furinkan High School Athletic Dept." "Hel-LOOO, Nurse!" "=^.^=", "100% goblin hair - do not wash" "Aberzombie and Fitch" "cK -- Cockatrice touches the Kop" "Don't ask me, I only adventure here" "Down with pants!" "d, your dog or a killer?" "FREE PUG AND NEWT!" "Go team ant!" "Got newt?" "Hello, my darlings!" "Hey! Nymphs! Steal This T-Shirt!" "I &lt;3 Dungeon of Doom" "I &lt;3 Maud" "I am a Valkyrie. If you see me running, try to keep up." "I am not a pack rat - I am a collector" "I bounced off a rubber tree" "Plunder Island Brimstone Beach Club" "If you can read this, I can hit you with my polearm" "I'm confused!" "I scored with the princess" "I want to live forever or die in the attempt." "Lichen Park" "LOST IN THOUGHT - please send search party" "Meat is Mordor" "Minetown Better Business Bureau" "Minetown Watch" "Ms. Palm's House of Negotiable Affection -- A Very Reputable House Of Disrepute" "Protection Racketeer" "Real men love Crom" "Somebody stole my Mojo!" "The Hellhound Gang" "The Werewolves" "They Might Be Storm Giants" "Weapons don't kill people, I kill people" "White Zombie" "You're killing me!" "Anhur State University - Home of the Fighting Fire Ants!" "FREE HUGS" "Serial Ascender" "Real men are valkyries" "Young Men's Cavedigging Association" "Occupy Fort Ludios" "I couldn't afford this T-shirt so I stole it!" "Mind flayers suck" "I'm not wearing any pants" "Down with the living!" "Pudding farmer" "Vegetarian" "Hello, I'm War!" "It is better to light a candle than to curse the darkness" "It is easier to curse the darkness than to light a candle" "rock--paper--scissors--lizard--Spock!" "/Valar morghulis/ -- /Valar dohaeris/" History The t-shirt was added as an item in NetHack 3.2.0 in April 1996. The extra T-shirt messages were added in NetHack 3.4.0 from a patch by Scott Bigham. Previously, the only messages were:[4] "I explored the Dungeons of Doom, and never did any laundry..." if hallucinating and currently wearing the T-shirt "I explored the Dungeons of Doom, and couldn't find my way out" if hallucinating and not currently wearing the T-shirt "I explored the Dungeons of Doom, but all I got was this lousy T-shirt" otherwise Pasi Kallinen and Pat Rankin added more messages in NetHack 3.6.0 and NetHack 3.6.1. Hawaiian shirt [   Hawaiian shirt   Appearance Hawaiian shirt Slot shirt AC 0 Special shop markup Base price 3 zm Weight 5 Material cloth All Tourists start with a +0 Hawaiian shirt. If you go shopping when wearing a Hawaiian shirt and the shopkeeper sees it (i.e., there is no body armor or cloak over it), he will charge an extra 1/3 markup and buy things for 1/3 of the base price. 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. Reading a Hawaiian shirt will print its design. Strategy Shirts are not valuable in the early game before obtaining protection from polymorph traps, since they will be destroyed if you polymorph into a large form. It may be better to enchant other armor items instead, like a helm, boots, or gloves. Later in the game when most of your gear is fully enchanted and you have magic resistance to protect from polymorph traps, shirts can provide a useful AC bonus if enchanted. Those not averse to polypiling should also note that a shirt is non-magical and is therefore fairly easy to obtain by polymorphing a large pile of armor objects (try the Castle or Fort Ludios). See the table below for a breakdown of probabilities of success from polypiling. The armor storeroom in the Castle level, which has fourteen randomly selected armors, makes for a significant 13.13% chance of having either a Hawaiian shirt or a T-shirt. The random general store items in Orcus Town may also produce a shirt. A Hawaiian shirt in a bones pile is a strong indicator that the deceased was a Tourist. Confidence 25% 50% 75% 95% Polymorphs 28.62 68.97 137.94 298.07 Armors needed (blessed) 3.59 8.66 17.32 37.41 Armors needed (uncursed) 5.51 13.29 26.58 57.42 Variants Other variants add new types of shirts. Convict patch The striped shirt is worn by Convicts. It is thus present in UnNetHack, DynaHack, dNetHack, EvilHack, SpliceHack, and SlashTHEM. dNetHack In dNetHack, the ruffled shirt grants a +1 bonus to charisma and can be enchanted to raise AC like any other shirt. Victorian underwear grants a charisma bonus of +2 and MC 3 (maximum magic cancellation), at the cost of a -2 penalty to AC and reduction of the AC bonus from dexterity. The bodyglove is future tech available to Anachrononauts. dNetHack also includes the black dress, which is worn by female drow nobles. SLASH'EM In SLASH'EM, if the Guild of Disgruntled Adventurers is generated (50%), then it has a guaranteed two Hawaiian shirts, from the two guaranteed tourists. SlashTHEM In SlashTHEM, the ruffled shirt behaves as an ordinary shirt, with no unusual bonuses or penalties. The Victorian underwear grants MC3—making it the "shirt" with the highest MC in the game—at the cost of an AC penalty. SlashTHEM also adds the expensive suit from the obsolete variant NetHack-- for Undertakers. SpliceHack SpliceHack adds two shirt-slot armors, the dress and the tuxedo, but these don't have any special effects. Encyclopedia entry Hawaiian shirt 'One of the things he can't do, he can't ride a horse,' he said. Then he stiffened as if sandbagged by a sudden recollection, gave a small yelp of terror and dashed into the gloom. When he returned, the being called Twoflower was hanging limply over his shoulder. It was small and skinny, and dressed very oddly in a pair of knee-length britches and a shirt in such a violent and vivid conflict of colours that the Weasel's fastidious eye was offended even in the half-light. [ The Colour of Magic, by Terry Pratchett ] References ↑ src/read.c in NetHack 3.6.7, line 161 ↑ src/read.c in NetHack 3.6.7, line 162 ↑ src/read.c in NetHack 3.6.7, line 81 ↑ read.c in NetHack 3.3.0, line 86
# File:Nethack-android-tty.jpeg File File history File usageSize of this preview: 337 × 600 pixels. Other resolutions: 135 × 240 pixels | 480 × 854 pixels. Original file ‎(480 × 854 pixels, file size: 39 KB, MIME type: image/jpeg) nethack android in tty mode File history Click on a date/time to view the file as it appeared at that time. Date/TimeThumbnailDimensionsUserComment current00:56, 20 November 2010480 × 854 (39 KB)Hacknet (talk | contribs)nethack android in tty mode You cannot overwrite this file. File usage The following page uses this file: Graphical user interface
# Talk:Bare hands Damage What is the damage you deal when you fight bare handed? If I remember correctly, the Guidebook says it's around 1-3 HP or something like that. Bare Hand combat and polymorph Question: Does the bare hands skill make combat better while polymorphed into a monster who does not have a weapon attack? In other words, if you are at grand master level for bare hands and polymorph into a form that uses a natural "bare hand" attack, do you get any bonuses to the attacks, or does it just use the base attack details for the form? Enchantments to gloves I would think that your enchantment to your gloves should count toward to-hit and/or damage. I'm guessing that it doesn't. This makes the monk pretty weak. --Cidwardo (talk) 20:46, 28 August 2017 (UTC)
# Rust trap ^ rust trap Generates Anywhere Effect wets items A rust trap is a trap that sprays you with water, making your items wet and possibly rusting them. Contents 1 Effects 1.1 On the player 1.2 On monsters 2 Remove 3 Strategy 4 History 5 Messages 6 Variants 7 References Effects Main article: Wet On the player Any worn or wielded item can potentially become wet. For unprotected iron items, this will cause rusting. Whenever the trap is activated, it randomly picks an armor slot to target, instead of looping over every armor slot. This means no item is strictly 'guaranteed' to become wet. If you are polymorphed into an iron golem, you will take damage equal to your monster form's maximum HP, killing your monster form and reverting you to your natural form. The half physical damage extrinsic applies. [1] On monsters Items worn or wielded are affected, similarly to those of the player. Gremlins like to use these traps to multiply. Iron golems will be instantly destroyed by these traps. [2] Remove Dig a pit into the ground while standing on the trap, then fill the pit. Strategy In the early game, you should wear a cloak to protect your body armor. You can use a rust trap as an infinite, if somewhat slow, source of blanking scrolls and spellbooks and diluting potions, by wielding them, removing any other rustable gear, and repeatedly triggering the trap. History Rust traps were added in NetHack 1.3d Messages A gush of water hits you on the <body part="">! Your armor in the corresponding slot takes water damage. A gush of water hits you! The trap hit your body armor slot, or you are an iron golem. You are covered with rust! You are an iron golem and were hit by the trap. Your monster form will be killed unless you have half physical damage. A gush of water hits <monster> on the <body part="">! A monster's armor in the corresponding slot takes water damage. <monster> falls to pieces! An iron golem was hit by the trap and died. May <monster> rust in peace. As above, but the iron golem was tame and was out of sight. Variants In SLASH'EM and dNetHack, untrapping a rust trap will turn the trap into a fountain if successful. References ↑ src/trap.c in NetHack 3.6.6, line 1118 ↑ src/trap.c in NetHack 3.6.6, line 2320 </monster></monster></body></monster></body>
# File:Mail daemon.png File File history File usageNo higher resolution available. Mail_daemon.png ‎(16 × 16 pixels, file size: 274 bytes, MIME type: image/png) A 16x16 vanilla NetHack tile of the monster 'mail daemon'. File history Click on a date/time to view the file as it appeared at that time. Date/TimeThumbnailDimensionsUserComment current10:34, 1 August 200616 × 16 (274 bytes)BotFenix (talk | contribs)A 16x16 vanilla NetHack tile of the monster 'mail daemon'. Category:16x16 tiles You cannot overwrite this file. File usage The following 16 pages uses this file: List of vanilla NetHack tiles Mail daemon Monster Monsters (by size) NetHack 3.2.0 NetHack 3.2.1 NetHack 3.2.2 NetHack 3.2.3 NetHack 3.3.0 NetHack 3.3.1 NetHack 3.4.0 NetHack 3.4.1 NetHack 3.4.2 NetHack 3.4.3 NetHack 3.6.0 NetHack 3.7.0
# 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 18:00, 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 &nbsp;Invert selection &nbsp;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 &nbsp;m&nbsp;&nbsp;&nbsp;08:36&nbsp; Price identification‎ (diff | hist) . . (+3)‎ . . Umbire the Phantom (talk | contribs) (→‎GruntHack: word choice) 23 July 2023 &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;22:42&nbsp; Weapon‎ (diff | hist) . . (+495)‎ . . Cathartes (talk | contribs) (→‎Description: weapon use by monsters; also a note for the "weapon (n)d(y)" format that this wiki uses in monster infoboxes since I don't know where else in the wiki to put this info)
# Tournament There have been several NetHack tournaments: /dev/null/nethack tournament - annually running since 1999 Junethack - also featuring NetHack variants 2006 nethack.alt.org tournament, 2007 June nethack.alt.org tournament - conducted on NAO The November NetHack Tournament - annually running on Hardfought every November since 2018, and focused on the vanilla game The NetHack Challenge - a NetHack bot competition based on the NetHack Learning Environment This is a disambiguation page: a list of articles associated with the same title.
# File:Wolf.png File File history File usageNo higher resolution available. Wolf.png ‎(16 × 16 pixels, file size: 220 bytes, MIME type: image/png) A 16x16 vanilla NetHack tile of the monster 'wolf'. File history Click on a date/time to view the file as it appeared at that time. Date/TimeThumbnailDimensionsUserComment current08:46, 1 August 200616 × 16 (220 bytes)BotFenix (talk | contribs)A 16x16 vanilla NetHack tile of the monster 'wolf'. Category:16x16 tiles You cannot overwrite this file. File usage The following 18 pages uses this file: Canine List of vanilla NetHack tiles Monster Monsters (by size) NetHack 3.2.0 NetHack 3.2.1 NetHack 3.2.2 NetHack 3.2.3 NetHack 3.3.0 NetHack 3.3.1 NetHack 3.4.0 NetHack 3.4.1 NetHack 3.4.2 NetHack 3.4.3 NetHack 3.6.0 NetHack 3.7.0 User:EasterlyIrk/Scratchpad User:Kalon/NetHack 4.0.0
# File:Old Gypsy woman.png File File history File usage MetadataNo higher resolution available. Old_Gypsy_woman.png ‎(16 × 16 pixels, file size: 277 bytes, MIME type: image/png) File history Click on a date/time to view the file as it appeared at that time. Date/TimeThumbnailDimensionsUserComment current05:22, 2 February 201416 × 16 (277 bytes)Chris (talk | contribs) You cannot overwrite this file. File usage The following page uses this file: Old Gypsy woman 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
# User:Wikid/Nethack Stuff Nicked from the mages of VoR's Hallucinatory Bestiary, we bring you some Nethack Stuff. Templates: various Contents 1 Agony Ant 2 Bobby On The Beat 3 Caveperson 4 DIElithium crystal 5 Filth Beatle 6 Funky Monkey 7 Orchaealogist 8 Phone Zombie Agony Ant The Agony Ant has a weak bite, but an annoying stun. Its final act is a rumour of some description. Agony Ant a Template Fire ant Attacks Bite 1d4, Sting 1d4 stun, Explode on death 1d4 garo report Alignment 0 (neutral) Frequency 0 (Not randomly generated) Resistances poison An Agony Aunt is solitary It is not our business to teach persons how to evade the laws. We could imagine circumstances where we might, in confidence, impart the coveted knowledge, but we would rather not be asked. The Englishwoman's Domestic Magazine, 1856 Bobby On The Beat Bobbies on the Beat are a rare type of Kop that randomly spawn in pairs. They have a Watchman-like function. If they witness the player character commit any infraction, they will call the Kops. Infractions include any act of Dungeon destruction, or the Bobby being attacked, or actually any fighting ("disorderly conduct"). Bobbies on the Beat on a level can be heard to make such remarks as "'Allo 'allo 'allo, what 'ave we 'ere then?" "You can't park here, Sir / Madam." "Oi! You're nicked, Sunshine!" Chatting elicits standard Watchman conversation. Bobby On The Beat K Template Kop captain Alignment 7 (lawful) Frequency 0 (Not randomly generated) A Bobby on the Beat Is normally generated peacefulOccurs in pairsCan talk More than a third of people in England and Wales have not seen a bobby on the beat for a year, research suggests. BBC, 2016 Caveperson Don't mess with the cavepersons – they carry a really big club. Caveperson @ Template Caveman Attacks club 4d10 (stun) Alignment 7 (lawful) Frequency 0 (Not randomly generated) A Caveperson Is normally generated peacefulOccurs in small groups A word of advice, Durk: It's the Mesolithic. We've domesticated the dog, we're using stone tools, and no one's naked anymore. Gary Larson, The Far Side DIElithium crystal The DIElithium crystal is a homicidal self-aware mineral that packs a nasty electric zap. DIElithium Crystal * Template Pile of killer coins Attacks 3d8 lightning bolt (shock), 3d8 passive (shock) Alignment -7 (chaotic) Frequency 0 (Not randomly generated) Drops 1 dilithium crystal Engineering. No casualties, captain, but trouble aplenty with the engines. Every dilithium crystal connection smashed in the warp engine circuitry. Gene Roddenberry, Star Trek The Original Series Filth Beatle The Filth Beatle is something of a crossover from the Music Monsters. Its nip is more of a nuisance, leading to perceptual problems. Filth Beatle a Template Giant beetle Attacks Bite 1d4 (hallucination) Alignment 0 (neutral) Frequency 0 (Not randomly generated) Resistances Poison, sickness Drops 1 random scroll A Filth Beatle Occurs in groups of from one to five. Yellow matter custard Dripping from a dead dog's eye Crabalocker fishwife, pornographic priestess Boy, you've been a naughty girl You let your knickers down Lennon and McCartney, I am the Walrus Funky Monkey The Funky Monkey is notable for its exquisite Stinking-Cloud-related expertise. Funky Monkey Y Template Monkey Attacks Claw steals a random item, Bite 1d3, cast Stinking cloud Alignment 0 (neutral) Frequency 0 (Not randomly generated) Resistances Poison Drops 2d4 bananas A Funky Monkey occurs in small groups Como banana, biscoito e engulo caroço até me engasgar. Faço minhas macacadas, rolou batucada eu vou me acabar. Bolsa brilhante, relógio, não marque bobeira que eu pego pra mim. Vamos plantar bananeira, jogar capoeira cantando assim Ae, ae! Brown / Mutti / Garrett; © Sony/ATV Music Publishing LLC, Fox Music, Inc Orchaealogist This tunnelling type of orc shaman digs in random directions, picking up loot. Different from other tunnelling monsters, 50% of the time an orchealogist will dig down to create a pit. If they find themselves in a pit without status afflictions, they are 95% likely to jump out. If in a pit with status afflictions (e.g., blind, frightened), they are only 5% likely to jump out. Otherwise they dig a hole. They are mainly a nuisance because of digging pits and holes. Orchaealogist o Template Orc shaman Alignment 0 (neutral) Frequency 0 (Not randomly generated) Drops Pickaxe, Sack An orchaealogist Is generated peaceful Can jump Is solitary Is this quest bugged? I talked to the orc, conviced him of showing me where the grave is. He starts running, then sits down, and tells me its right in fron of his feet, but there is no grave there. Is the quest bugged or something? User: AmAtic. Divinity: Original Sin (Classic) Forums Phone Zombie Phone zombies are both blind and invisible. Interestingly, their invisibility is mediated by a rare spell called "it believes it is invisible". Phone zombies carry a special type of mirror. Bumping into a phone zombie will anger it. Any nymph that is killed with a mirror in its inventory has a 2% chance to rise as a phone zombie. Any h, k, n, o, C, G, H, K, N, O, Q, T, or @ that is killed on a level where there has been a phone zombie has a 50% chance to spawn a phone zombie from its corpse after 1d12 turns. Phone Zombie Z Template Human zombie Attacks Claw 1d8 Alignment 0 (neutral) Frequency 0 (Not randomly generated) Drops Mirror A phone zombie Is blind Is invisible Is generated peaceful Appears in large groups Enough of Hong Kong's mobile phone zombie menaces to society. It’s time to take matters into our own hands to shock these public nuisances out of their reverie and back into the real world. Yonden Lhatoo, South China Morning Post
# Auton Autons are a type of monster added in dNetHack. They belong to the e monster class, along with eyes and spheres, but have a hierarchical society that sets them apart from those solitary creatures. Contents 1 Overview 2 Auton castes 2.1 Monoton 2.2 Duton 2.3 Triton 2.4 Quaton 2.5 Quinon 2.6 Axus 3 Origin 4 Encyclopedia entry 4.1 auton / modron 4.2 auton caste / modron caste Overview Autons exist in five ranks—monoton, duton, triton, quaton, and quinon—with monoton being the lowest and quinon the highest. An auton's difficulty and attack strength increase with its rank. Monotons have only a paralyzing gaze attack, similar to a floating eye, but dutons and tritons have melee attacks, quatons can cast spells, and quinons have a sleep-inducing breath attack. Autons are generated in groups of varying sizes, with those of a higher rank often appearing with an escort of lower-ranking autons. Autons try to preserve the numbers of their higher ranks, and whenever a higher ranking auton is destroyed, an auton of a lower rank on the same level may be "promoted" to take its place, transforming immediately into an auton of the same rank. Autons are randomly generated, but they appear in large numbers in the first part of the Lawful Quest branch. Their ruler, the entity Axus, resides in the Library of Law, and generates new monotons to replace any autons destroyed on that level. Killing Axus angers all autons on the level, and makes all autons generated afterward hostile. Auton castes Monoton e monoton Difficulty 4 Attacks 1d11 studying gaze, 1d10 passive paralysis gaze e monoton Difficulty 4 Attacks 1d11 studying gaze, 1d10 passive paralysis gaze Base level 1 Base experience {{{experience}}} Speed 1 Base AC 8 Base MR 10 Alignment 2 (lawful) Frequency (by normal means) 1 (Very rare) Genocidable No Weight 100 Nutritional value 100 Size Small Resistances Sleep, Poison, Petrification Resistances conveyed Sleep A monoton: can fly. can survive underwater. cannot pick up items. has no limbs. has no head. can see invisible creatures. does not eat. (*) is not a valid polymorphable form. is neither male nor female. has infravision. can be seen through infravision. never leaves a corpse. Since monotons lack a direct attack, they are dangerous only in combination with other monsters. If a duton is killed, a monoton on the same level will be promoted to replace it. Single function laborers, they can carry out only one command at a time, passed down to them by their duton superiors. Duton e duton Difficulty 5 Attacks 1d12 studying gaze, 2d2 claw physical, 1d20 passive paralysis gaze e duton Difficulty 5 Attacks 1d12 studying gaze, 2d2 claw physical, 1d20 passive paralysis gaze Base level 2 Base experience {{{experience}}} Speed 2 Base AC 6 Base MR 20 Alignment 4 (lawful) Frequency (by normal means) 1 (Very rare) Genocidable No Weight 200 Nutritional value 200 Size Small Resistances Sleep, Poison, Petrification Resistances conveyed Sleep A duton: can survive underwater. has no head. can see invisible creatures. does not eat. (*) is not a valid polymorphable form. is neither male nor female. can pick up weapons and food. has infravision. can be seen through infravision. never leaves a corpse. Dutons are usually generated in small groups, with an escort of monotons. If a triton is killed, a duton on the same level will be promoted to replace it. Bi-functional laborers, they may interpret and carrying out two commands at once. If given only one task at a time, it shows a limited ability to react to unexpected stimuli. Triton e triton Difficulty 8 Attacks 1d13 studying gaze, 3d2 claw physical, 3d3 kick stun, 1d30 passive paralysis gaze e triton Difficulty 8 Attacks 1d13 studying gaze, 3d2 claw physical, 3d3 kick stun, 1d30 passive paralysis gaze Base level 3 Base experience {{{experience}}} Speed 3 Base AC 4 Base MR 30 Alignment 6 (lawful) Frequency (by normal means) 1 (Very rare) Genocidable No Weight 300 Nutritional value 300 Size Small Resistances Sleep, Poison, Petrification Resistances conveyed Sleep A triton: can survive underwater. has no head. can see invisible creatures. does not eat. (*) is not a valid polymorphable form. is neither male nor female. likes gold. likes gems. has infravision. can be seen through infravision. never leaves a corpse. Tritons can deal a surprising amount of damage in melee, and their kick can make you unable to fight back. They are usually generated in small groups, accompanied by dutons and monotons. Low level overseers, typically, they receive a general order, which they then divide into smaller tasks that can be completed by the lower castes. They are capable of reporting actions and observations, as well as actually planning limited objectives on the battlefield. Quaton e quaton Difficulty 11 Attacks 1d14 studying gaze, 4d2 claw physical, 4d3 kick stun, arcane spellcasting, 1d40 passive paralysis gaze e quaton Difficulty 11 Attacks 1d14 studying gaze, 4d2 claw physical, 4d3 kick stun, arcane spellcasting, 1d40 passive paralysis gaze Base level 4 Base experience {{{experience}}} Speed 4 Base AC 2 Base MR 40 Alignment 8 (lawful) Frequency (by normal means) 1 (Very rare) Genocidable No Weight 400 Nutritional value 400 Size Small Resistances Sleep, Poison, Petrification Resistances conveyed Sleep A quaton: can survive underwater. has no head. can see invisible creatures. does not eat. (*) is not a valid polymorphable form. is neither male nor female. can pick up magical items. has infravision. can be seen through infravision. never leaves a corpse. The addition of spellcasting and the considerable number of attacks make quatons something of a threat. Unlike monotons, dutons, and tritons, groups of quatons are not usually generated, but single quatons are created with an escort of lesser autons. Upper level managers, quatons report actions and observations, make plans, react to unexpected occurrences, and act to remedy them. They are thus the first of the auton castes that can be truly described as sapient. Quinon e quinon Difficulty 13 Attacks 1d15 studying gaze, 5d2 claw physical, 5d3 kick stun, arcane spellcasting, 5d5 sleep breath, 1d50 passive paralysis gaze e quinon Difficulty 13 Attacks 1d15 studying gaze, 5d2 claw physical, 5d3 kick stun, arcane spellcasting, 5d5 sleep breath, 1d50 passive paralysis gaze Base level 5 Base experience {{{experience}}} Speed 5 Base AC 0 Base MR 50 Alignment 10 (lawful) Frequency (by normal means) 1 (Very rare) Genocidable No Weight 500 Nutritional value 500 Size Small Resistances Sleep, Poison, Petrification Resistances conveyed Sleep A quinon: can survive underwater. has no head. can see invisible creatures. does not eat. (*) is not a valid polymorphable form. is neither male nor female. is nasty. likes gold. likes gems. can pick up weapons and food. can pick up magical items. has infravision. can be seen through infravision. never leaves a corpse. Like quatons, quinons are usually found singly, accompanied by groups of autons of lower ranks. They can be very dangerous, as they can stun you and put you to sleep, preventing you from fighting back. And the passive paralysis attack can be even more deadly than sleep, since only free action can prevent it. Auditors of the lower castes, quinons monitor the quatons as they carry out their duties, seeing that the will of the One is reflected in all matters. Axus e Axus Difficulty 12 Attacks 1d20 studying gaze, 10 reach cold and life drain, 10 reach fire, shock, and stunning, 1d100 passive paralysis e Axus Difficulty 12 Attacks 1d20 studying gaze, 10 reach cold and life drain, 10 reach fire, shock, and stunning, 1d100 passive paralysis Base level 10 Base experience {{{experience}}} Speed 0 Base AC 0 Base MR 100 Alignment 10 (lawful) Frequency (by normal means) Unique Genocidable No Weight 1000 Nutritional value deadly to eat Size Huge Resistances All Resistances conveyed deadly to eat Axus: can fly. can survive underwater. 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 an overlord to its kind. is neither male nor female. is nasty. is strong. has infravision. can be seen through infravision. Axus, lord of the autons and guardian of the First Key of Law, dwells on the fourth level of the Law Quest, at the center of the Library of Law. It is likely to be generated peaceful for lawful-aligned players. Attacking Axus will anger all autons on the level, as well as all autons generated in the future. Axus is immobile and has no melee attacks; however, it has ranged attacks that can harm adventurers from a distance, making it difficult for cross-aligned players (for whom it will be hostile) even to approach it. Though it counter-attacks anyone who engages it in melee combat, it can easily be killed with ranged attacks, and is not immune to death rays, though it does resist stoning and disintegration. Axus cannot be killed permanently; it will always leave a corpse when slain, and will rise from the dead after only a few turns, like a Rider. Eating the corpse will kill you instantly. In addition, any time an auton is killed or promoted on his level, a new monoton will be created near Axus, meaning that while Axus lives the total number of autons on the level can't be decreased. Since new autons spawn at a rapid rate in the Library of Law, slow players can be overwhelmed by sheer weight of numbers. Ruling over the castes is Primus, the One and the Prime. It and the plane are one in thought and deed; as Primus turns, so do the wheels of Mechanus. [ Planescape Monstrous Suplement, by David Cook ] Origin Wikipedia has an article about: Modron (Dungeons &amp; Dragons) The encyclopedia entries for the autons indicate that they are modeled on a Dungeons &amp; Dragons creature called the modron. Modrons are creatures that resemble geometric shapes with humanoid limbs, and inhabit Mechanus, one of the "outer planes" of the D&amp;D universe. As the name of their home plane suggests, they are mechanistic beings, unquestioningly serving the cause of law. Like the autons, modron society is divided into a functional hierarchy. When one of the ruling modrons is destroyed, a series of promotions occurs to maintain the same number of members in each class, and a new modron is generated to maintain the total population number. This is the origin of the auton promotion system, although the immediate creation of a new monoton to maintain the total population is only seen in the Library of Law, in the presence of Axus. As ruler of the autons, Axus corresponds to Primus, the supreme ruler of the modrons. Encyclopedia entry auton / modron The most omnipresent of the beings living on Mechanus (bar none) are the modrons. There's not much known about the geometrical and mathematical constructs, including their goals, their functions, and their minds. The short of it is that modrons are largely unknowable by humans. [ Planes of Law, by Colin McComb ] auton caste / modron caste Modrons are strictly divided into fourteen castes, five common castes and nine ruling castes. Castes are hardly unique, but the modron approach to them is. Not only does each rank have its own functions, but each also has its own body shape, so the rank of any modron can be readily identified by the creature's appearance. [ Planescape Monstrous Suplement, by David Cook ]
# 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 17:37, 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 &nbsp;Invert selection &nbsp;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 &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;16:45&nbsp; Hack'EM‎‎ (3 changes | history) . . (+4,049)‎ . . [Hackemslashem‎ (3×)] &nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 16:45 (cur | prev) . . (+78)‎ . . Hackemslashem (talk | contribs) (→‎Trap Mechanics: Poly trap disappearing) &nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 16:36 (cur | prev) . . (+26)‎ . . Hackemslashem (talk | contribs) (→‎New artifacts: Storm Whistle update) &nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 15:08 (cur | prev) . . (+3,945)‎ . . Hackemslashem (talk | contribs) (Updates in preparation for 1.2) 19 July 2023 &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;20:21&nbsp; Hack'EM‎ (diff | hist) . . (+92)‎ . . Ardub23 (talk | contribs) (Fixed changelog link, and commented out Grandmaster's Robe as it's not yet implemented)
# Minotaur H minotaur Difficulty 17 Attacks Claw 3d10, claw 3d10, butt 2d8 H minotaur Difficulty 17 Attacks Claw 3d10, claw 3d10, butt 2d8 Base level 15 Base experience 504 Speed 15 Base AC 6 Base MR 0 Alignment 0 (neutral) Frequency (by normal means) 0 (Not randomly generated) Genocidable Yes Weight 1500 Nutritional value 700 Size Large Resistances None Resistances conveyed None A minotaur: has a head, a couple of arms, and a torso. is an animal. is carnivorous. is normally generated hostile. is nasty. is strong. has infravision. can be seen through infravision. Reference monst.c#line1445 A minotaur, H, is an especially deadly monster that appears in NetHack. They are carnivorous, humanoid animals that are notoriously difficult to fight and deal out incredible amounts of damage with their clawing attacks and heabutt, leading to many deaths at their hands from even experienced players. Minotaurs are the strongest of the giant humanoid monster class, and are also infamous for being one of the few monsters to ignore Elbereth. Contents 1 Generation 2 Strategy 2.1 Defeating minotaurs 2.2 As pets 2.3 As polyforms 3 History 4 Origin 5 Messages 6 Variants 6.1 UnNetHack 6.2 SLASH'EM 6.3 dNetHack 6.4 GruntHack 6.5 EvilHack 7 Monster stats by variant 8 Encyclopedia entry 9 References Generation Minotaurs are not randomly generated; one or two minotaurs may be generated on creation of a normal floor that is a full-level maze.[1] A sleeping minotaur is generated on the Ranger quest home level.[2] Two minotaurs are generated on the Plane of Earth, including one in the cavern you enter from, and another appears on the Plane of Fire.[3][4][5] Minotaurs are eligible forms for polymorph, and can also be summoned by the summon nasties monster spell. A minotaur has a 1⁄3 chance to generate with a wand of digging; the minotaurs on Plane of Earth are guaranteed to generate with one.[6] Strategy Minotaurs are slightly faster than an unhasted hero at 15 speed, and have a natural AC of 0; their three attacks have the highest damage ceiling in the game, short of the Riders themselves. Minotaurs represent such a gigantic physical threat that there is an entire section of the article on armor class dedicating to estimating how badly a minotaur can stomp a player at a given AC threshold. Be ready to employ some of the strategies listed below, and be sure to scan your inventory thoroughly when making last-ditch efforts in a worst-case scenario. Thankfully, unless a hostile monster gets a "lucky" polymorph, you likely won't encounter a minotaur until you're near or in Gehennom. As minotaurs are not intelligent, they cannot make use of weapons, armor or various other items, including the wand of digging they often generate with - minotaurs also have no monster MR and lack any intrinsic resistances, making them very vulnerable to magic and other effects. One of the quickest ways to "handle" a hostile minotaur is to use a scroll of taming or other similar item; see the below section for more information on that. They are also extremely susceptible to conflict, which can turn their fearsome strength on other hostile monsters in the area, possibly including an unwitting summoner that generated one next to you. Defeating minotaurs A very fast spellcaster should be able to keep at a safe distance and wear the minotaur down, and other roles that can reach Expert skill in daggers and/or bows are capable of the same - the jumping spell or jumping boots can aid you in either case, though be careful not to get backed into a corner. While any strong enough player can theoretically outdamage a minotaur in melee, it is generally a bad idea to rely on raw damage alone - a minotaur can kill even highly-armored melee players like Valkyries carrying the Orb of Fate if they are particularly unlucky. Attack wands can weaken or impair a minotaur somewhat efficiently, especially if you have a wand of slow monster to reduce its speed (and thus its damage) or a wand of sleep to immobilize it; the wand of lightning can blind the minotaur as well as damaging it, and most wands can be made more effective by rebounding their rays off maze walls. Minotaurs are even a worthy candidate for a wand of death or finger of death charge - be careful where you aim, as without magic resistance or reflection a rebound may inadvertently solve the problem harder than you intended. If all else fails, slow monster and sleep wands can also make it easier to escape, as can a wand of digging. Tools such as an expensive camera or a tooled horn are capable of scaring minotaurs, and the camera can additionally blind them - a blind minotaur is much less likely to hit you, significantly increasing your chance of surviving against one. A scroll of scare monster can also keep non-blinded minotaurs away, though be sure not to have other monsters burn it away from under you - they can also walk over the scroll when you are not standing on it. Boulder forts and acid blob formations can reliably keep a minotaur away while you prepare other counter-measures. If you have free action, a thrown or (much more preferably) wielded potion of paralysis can buy you approximately 3-12 turns to kill it, run away, or prepare some of the other options mentioned. If all else fails, zap yourself or the minotaur with a wand of teleportation and hope that you can avoid encountering it down the line before you are ready to take it on again. Beware of running into a minotaur during a dig for victory, especially in the undiggable Castle maze. As pets Due to their lack of monster MR, minotaurs can easily be tamed; their high damage and HP make them formidable fighters and somewhat popular pets. However, minotaurs lack resistances and most other properties, and their inability to wear equipment leaves them vulnerable to various monsters and traps, especially in the late game. Even so, their high damage can usually batter other monsters into submission before they can get a swing in, and keeping them fed is relatively easier in Gehennom, where you usually have most or all of the resistances you need at that point. Keeping them alive on the Planes, on the other hand, is a fairly tall order, especially on the poison cloud-laden Plane of Fire. A minotaur's strength makes them a tempting candidate for credit cloning in shops, though they are much likelier to try and kill the shopkeeper unless you are careful or have a magic whistle on hand. 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. Monsters can now gain intrinsics from eating corpses, making it possible for a minotaur to obtain poison resistance and fire resistance among others and increase their survivability. As polyforms Minotaurs are sometimes chosen as polyforms for their high speed and strength, though they cannot wear most armor save for helms, and only cloth and leather helms can fit their head shape; they also lack other utilities such as flight or regeneration, and are often passed over in favor of fellow nasties such as the master mind flayer, who shares their natural AC of 0. History The minotaur is first present in Hack121, a variant of Jay Fenlason's Hack, and also appears in Hack 1.0. From this version of Hack to NetHack 2.3e, minotaurs used the m glyph. NetHack 3.0.0 moves the minotaur to the H glyph; NetHack 3.0.5 introduces their immunity to Elbereth. From NetHack 3.0.5 to 3.4.3, including some variants based on these versions, minotaurs are also not affected by the scroll of scare monster. This behavior was explained in the following comment from the source code:[7] /* Note: minotaurs must be immune to scare monster * to avoid abuse from creating them and taking * their wands, then polymorphing 60 or so * wands to get wishing... */ As of NetHack 3.0.8, it is impossible to produce a wand of wishing by polypiling, and the note was removed in 3.1.0. The behavior remained unchanged until NetHack 3.6.0, where minotaurs began respecting scrolls of scare monster while the player is standing on the scroll. Minotaurs were formerly capable of being generated in the mazes within the Big Room and the Catacombs variant of Mines' End; this was changed in NetHack 3.6.1, as this often constituted severely out-of-depth monster generation.[8] Origin Wikipedia has an article about: Minotaur As indicated by the excerpt from Edith Hamilton's Mythology, the minotaur originates in ancient Greek folklore from the punishment of King Minos of Crete. The word "minotaur" derives from the Ancient Greek Μῑνώταυρος, a compound of the name Μίνως (Minos) and the noun ταῦρος "bull", translated as "(the) Bull of Minos"; the word was originally a proper noun in reference to this mythical figure, and only became a common noun in 20th century fantasy works to refer to members of a generic "species" of bull-headed creatures. After ascending the throne of the island, Minos prayed to the sea god Poseidon to send him a beautiful snow-white bull as a sign of favour; Minos was to sacrifice the bull to honor Poseidon, but then decided to substitute a different bull and keep the original as his own. Poseidon retaliated by cursing Pasiphaë, Minos' wife, with a mad passion for the bull; Daedalus built her a wooden cow that she climbed inside in order to mate with the bull. The result of this union was the Minotaur, also known as Asterion or Asterius, born with the body of a human and the head of a bull. Following advice from the oracle at Delphi, Minos had Daedalus construct a gigantic Labyrinth to hold the Minotaur located near his palace in Knossos (hence the tendency of NetHack minotaurs to appear in mazes); Daedalus and his son Icarus were then imprisoned to ensure no one would ever know the secret of the Minotaur or how to escape the Labyrinth. The most famous story of the Minotaur outside of his origin is likely the tale of Theseus and his encounter with the beast-man, a subject of many classical artworks and media. As the Minotaur had no natural source of nourishment beyond nursing from his mother, he became ferocious as he grew older, devouring humans for sustenance. Minos required that seven Athenian youths and seven maidens, drawn by lots, be sacrificed every seventh or ninth year (or every year in some accounts) to be sent into the Labyrinth and devoured by the Minotaur. On the third such occasion, Theseus volunteered to stop this horror, taking the place of one of the youths; in Crete, Minos' daughter Ariadne fell madly in love with Theseus and helped him navigate the labyrinth, usually with a ball of thread that allowed him to retrace his path. Theseus found the Minotaur at the heart of the labyrinth and (depending on the source) slew it with his bare hands, his club, or a sword. He then led the young Athenians out of the labyrinth, and managed to escape with them and Ariadne. Messages You notice a bovine smell. A shapeshifter or other monster has turned into a minotaur (or rothe), and you cannot see them. Variants UnNetHack In UnNetHack, minotaurs respect Elbereth as of version 4.0.0.[7] SLASH'EM In SLASH'EM, the minotaur hits monsters as a +2 weapon and gains intrinsic resistance to death magic, removing the wand of death as an option against them. dNetHack In dNetHack, minotaurs can no longer be tamed, and may additionally turn on you should you somehow tame one. dNetHack also adds the minotaur priestess, who uses clerical monster spells in lieu of claw attacks (though it is still not considered intelligent). A minotaur and minotaur priestess are generated in the shrouded dispensary inhabited by Illurien of the Myriad Glimpses. GruntHack GruntHack introduces the elder minotaur in version 0.2.3, a much stronger minotaur that also appears in Gehennom and replaces the minotaurs found on the Planes. Elder minotaurs have more powerful claw and headbutt attacks alongside a crushing bearhug that prevents escape; they cannot be tamed or pacified. EvilHack In EvilHack, minotaurs can send a target flying with their headbutt attacks. EvilHack also adds the elder minotaur from GruntHack and gives their heabutt attacks the same ability, along with a similar chance to generate with a wand of digging. Monster stats by variant dNetHackEvilHack H minotaur Difficulty 17 Attacks Claw 3d10 physical, Claw 3d10 physical, Butt 2d8 physical H minotaur Difficulty 17 Attacks Claw 3d10 physical, Claw 3d10 physical, Butt 2d8 physical Base level 15 Base experience 564 Speed 15 Base AC 6 Base MR 0 Alignment 0 (neutral) Frequency (by normal means) 1 (Very rare) Genocidable Yes Weight 2200 Nutritional value 800 Size large Resistances shock Resistances conveyed shock A minotaur: has a head, a couple of arms, and a torso. is an animal. is carnivorous. is a giant. is normally generated hostile. is nasty. is strong. has infravision. can be seen through infravision. appears only in Gehennom. may turn against you when tame. cannot be tamed. Reference dNetHack 3.21.3 monst.c, line 3817 H minotaur Difficulty 17 Attacks Claw 3d10, Claw 3d10, Head butt 2d8 knock-back damage H minotaur Difficulty 17 Attacks Claw 3d10, Claw 3d10, Head butt 2d8 knock-back damage Base level 15 Base experience 429 Speed 15 Base AC 6 Base MR 0 Alignment 0 (neutral) Frequency (by normal means) 0 (Not randomly generated) Genocidable Yes Weight 1500 Nutritional value 700 Size Large Resistances None Resistances conveyed None A minotaur: has a head, a couple of arms, and a torso. is an animal. is carnivorous. is normally generated hostile. is nasty. is strong. has infravision. can be seen through infravision. Reference EvilHack 0.7.1 monst.c, line 2026 Encyclopedia entry The Minotaur was a monster, half bull, half human, the offspring of Minos' wife Pasiphae and a wonderfully beautiful bull.... When the Minotaur was born Minos did not kill him. He had Daedalus, a great architect and inventor, construct a place of confinement for him from which escape was impossible. Daedalus built the Labyrinth, famous throughout the world. Once inside, one would go endlessly along its twisting paths without ever finding the exit. [ Mythology, by Edith Hamilton ] References ↑ src/mkmaze.c in NetHack 3.6.6, line 766 ↑ dat/Ranger.des in NetHack 3.6.6, line 69 ↑ dat/endgame.des in NetHack 3.6.6, line 56 ↑ dat/endgame.des in NetHack 3.6.6, line 103 ↑ dat/endgame.des in NetHack 3.6.6, line 351 ↑ src/makemon.c in NetHack 3.6.6, line 707 ↑ 7.0 7.1 Why did the Minotaur cross the Elbereth? | UnNetHack &amp; NetHack-De ↑ Commit 32305ac: Prevent minotaur in mines end and bigroom mazes
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# Talk:Frankenstein's Lab they are two versions? i have a maze around the lab, the stairs are in the maze. The doors aren't secret...--94.109.69.2 11:32, 20 October 2014 (UTC)
# File:Baalphegor.png File File history File usage MetadataNo higher resolution available. Baalphegor.png ‎(16 × 16 pixels, file size: 316 bytes, MIME type: image/png) File history Click on a date/time to view the file as it appeared at that time. Date/TimeThumbnailDimensionsUserComment current03:47, 13 June 201316 × 16 (316 bytes)Chris (talk | contribs) You cannot overwrite this file. File usage The following page uses this file: User:Chris/dNetHack/dNethack Devil Lords 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
# Bandersnatch J bandersnatch Difficulty 22 Attacks Reach 2d10 physical J bandersnatch Difficulty 22 Attacks Reach 2d10 physical Base level 20 Base experience 737 Speed 24 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 Resistances conveyed A bandersnatch: is an animal. is carnivorous. is normally generated hostile. can follow you to other levels. is nasty. is strong. can pick up weapons and food. can be seen through infravision. does not appear in Gehennom. appears only in Gehennom. cannot be tamed. Bandersnatchii are monsters in dNetHack. They can't be frightened; instead they become "frumious", increasing their speed to 36 and doubling their damage. A player polymorphed into a bandersnatch can pound with the #monster command. But while he was seeking with thimbles and care, A Bandersnatch swiftly drew nigh And grabbed at the Banker, who shrieked in despair, For he knew it was useless to fly. He offered large discount—he offered a check (Drawn "to bearer") for seven-pounds-ten: But the Bandersnatch merely extended its neck And grabbed at the Banker again. Without rest or pause—while those frumious jaws Went savagely snapping around— He skipped and he hopped, and he floundered and flopped, Till fainting he fell to the ground. The Bandersnatch fled as the others appeared Led on by that fear-stricken yell: And the Bellman remarked "It is just as I feared!" And solemnly tolled on his bell. The Hunting of the Snark, by Lewis Carroll
# 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&nbsp;talk&nbsp;|&nbsp;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&nbsp;talk&nbsp;|&nbsp;mail 18:35, 28 November 2012 (UTC)
# Tameness Not to be confused with apport. Tameness is a measure of how resistant your pet is to going untame. Tameness is a value from 1 to 20. For carnivorous pets, the scale means something like this: 1 = nearly wild: Your pet might go wild (peaceful or hostile) soon if you somehow become level-separated or abuse it before it eats. 5 = tame: Your pet can stand to be level-separated from you for a brief amount of time. 10 = domesticated: Your pet can handle being level-separated from you for quite some time. 15 = loyal: Your pet can stand to be level-separated for a long time, and will even put up with accidental abuse. 20 = fiercely loyal: Your pet can be level-separated for a very long time, and will even put up with occasional abuse. You can #chat with cats, dogs, and horses to get a general indication of how tame they are, although other factors such as hunger, confusion, fright, or being caught in a trap can make this difficult. In general, dogs will whine, cats will yowl, and horses will neigh if they are not content (tameness below 5, or possibly just hungry). Get them some food as soon as possible to see if that helps. A stethoscope can help you sort out some of the state conditions and works on any species, but does not diagnose the level of tameness. Contents 1 Initial tameness 2 Increasing tameness 3 Decreasing tameness 4 Abuse 5 Strategy 6 See also 7 References Initial tameness The tameness of new pets depends on their species, not on the method of taming. Domestic animals and your Astral Plane guardian angel start with a tameness of 10; all others start with 5.[1][2] Exceptions: Hatchlings of eggs laid by you have a tameness of 20.[3] Dragon eggs and eggs outside your main inventory will only hatch with tameness 5. If a pet divides (such as puddings and gremlins), only the original retains its tameness and any further stats.[4][5] The clone is a freshly tamed monster. It will have the same name, but appear at a nearby spot. (Attacking it can untame a pudding before it splits. Some clones caused by the player are hostile.) Pets that are life-saved or revived from the dead keep their tameness from before, if they come back tame. There's always a chance they will be revived hostile. Past transgressions (abuse) are remembered. Abused pets might be wild or feral. If you killed the pet, it will be understandably mad about that. Pets from a former adventurer's bones file will be hostile. Re-tame them or kill them. Increasing tameness Tameness increases by +1 when a pet eats. Carnivores and Omnivores are easy to keep tame because they will eat corpses. Metallivores are easy to keep tame because they will eat metal junk. Herbivores can be kept tame by carefully managing your comestibles. Monsters that do not eat are difficult to keep tame. Do not abuse them or leave them on other dungeon levels. Reading the blessed Book of the Dead will increase tameness of coaligned undead pets by +1 (and can tame nearby undead). Decreasing tameness Pets will only become hostile if abandoned on a different dungeon level for a very long time, or if revived after being abused.[citation needed] In all other cases, they end up peaceful when their tameness reaches zero. Attacking your pet, displacing it onto a trap, or unsuccessfully untrapping it from a bear trap reduces tameness by 1. If you aggravate monsters or are causing conflict, tameness is cut in half instead.[6] Be very careful with arrows and other projectiles when your pet is directly behind a monster you are attacking. A pet left on a different level for at least 75 turns loses 1 tameness, and an additional point every 150 turns thereafter.[7] A pet reduced to zero this way will either become hostile or peaceful. Peaceful-only is a myth. The chance of a hostile outcome is (previous_tameness) / tameness_loss. To guarantee a peaceful ex-pet, you must visit its level within 149 turns after tameness reaches zero.[8] A pet that would have starved to death in this situation will always go hostile. Throwing food at a former pet will anger it, unless it is a domestic animal. If you displace a trapped pet, there is a 1 in [tameness] chance that it will become hostile.[9] A pet that becomes unleashed by a trap (level teleport, trap door, hole, etc.) loses 1 point of tameness. A pet choked by a cursed leash may lose 1 point of tameness. This will never reduce tameness below 1.[10] The chance of this −1 loss being waived is 1 in [tameness]. So the higher the current tameness, the more likely you lose 1 point. Cursed leashes are very bad for keeping pets tame, but a pet will never turn on you solely because of the cursed leash. Be extra careful around traps if your pet is on a cursed leash, as pushing your pet into a trap can put it over the edge. Also watch out for stun or confusion states; if you accidentally hit your pet, it could be the last straw. Never wield Stormbringer if your leash is cursed. (Actually, just don't wield it around pets, period.) Cleaver merits caution as well. −1 tameness every time you use #ride to try to mount a saddled pet, unless you are a knight. Tameness also influences your chance of success. −1 tameness for kicking or whipping your mount (although this can make it move faster). It can be dangerous to try to ride a pet with very low tameness. Feed it first if you can. A non-eating pet will, in this situation, become peaceful if its tameness reaches zero. Abuse Pets additionally have an abuse counter and keep track whether you killed it. Revived, unstoned, or life-saved pets will come back non-tame if you killed it or abused it at least three times.[11] There is a one-in-tameness chance it comes back non-tame anyway. Both counters are reset to zero when (re)tamed,[12] revived, unstoned, or life-saved.[13] A pudding freshly split off another pet is reset to zero abuse and five tameness.[14] The abuse counter is incremented each time you score an attack on pet or displace it into a damaging trap. This includes "attacking" with healing potions. Polymorph, teleport, and levelport traps are fine, as they don't damage the pet. Strangely, zapping a spell or wand at your pet is not considered abuse. Strategy In most cases, as long as you stay on the same level as your pet, and keep it from going hungry, your pet will stay loyal to you. Consider #praying if both you and your pet are hungry; pets don't really have that option. If you fall down a hole or step on a level teleport and leave your pet behind, try to go back for it as soon as you can. If your pet gets lost in such a manner, it may be harder to figure out where the pet ended up. Telepathy or a magic whistle might help you quickly check the nearby floors. If you favor exotic pets, have a spare source of taming so you can recover from unfortunate separating circumstances. If you don't manage to find your old pet, you can always try to charm a new one. Laying eggs as a gargoyle or cockatrice can score you a very loyal pet, and laying eggs as a dragon gets you a pretty strong one. See also Eva Myers' excellent spoiler for Keeping and Training Pets in NetHack and SLASH'EM Apport References ↑ dog.c in NetHack 3.4.3, line 16 ↑ dog.c in NetHack 3.4.3, line 1403 ↑ timeout.c in NetHack 3.4.3, line 449 ↑ makemon.c in NetHack 3.4.3, line 742 ↑ makemon.c in NetHack 3.4.3, line 765 ↑ abuse_dog in dog.c ↑ dog.c in NetHack 3.4.3, line 446 ↑ dog.c in NetHack 3.4.3, line 450 ↑ hack.c in NetHack 3.4.3, line 1290 ↑ apply.c in NetHack 3.4.3, line 578 ↑ wary_dog in dog.c ↑ tamedog in dog.c, initedog in dog.c ↑ Montraits in zap.c keeps the abuse counter, but wary_dog in dog.c later resets them. ↑ makemon.c in NetHack 3.4.3, line 765 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.
# W343-4 Win32 locales fix Author Ray Chason Download link Bilious PatchDB 313 W343-4 designates a bug that affects the Microsoft Windows version of NetHack 3.4.2, 3.4.3 and 3.6.0. It occurs when the keyboard handler nhraykey.dll is loaded and causes minor problems with the keyboard when performing certain acts, such as locking a door. A patch is available to fix this bug at the Bilious Patch Database, here; it also fixes W343-3. Although the DevTeam lists this bug as fixed in the next release, it is not fixed in NetHack 3.6.0. It is fixed in NetHack 3.6.1.[1] Contents 1 Nature of the bug 2 Cause of the bug 3 Versions affected 4 Patch 5 References Nature of the bug Bug W343-4 affects all users of NetHack on Windows who use the text mode user interface and the keyboard handler nhraykey.dll. After performing any act that takes multiple turns and can be interrupted, such as locking a door, the game seems to stop responding. It is necessary to press a key to get it to continue. This bug is an annoyance rather than a showstopper, but has perhaps slowed the acceptance of nhraykey.dll, despite its improved handling of non-USA (and especially non-English) keyboards. Cause of the bug Nhraykey.dll seeks to read both keyboard and mouse input, while translating the keystrokes according to the user's configured localization settings. The Win32 API does not make this task easy: ReadConsole translates the keystrokes, but ignores the mouse, while ReadConsoleInput reads the mouse, but does not translate the keystrokes. Nhraykey.dll solves this problem by calling PeekConsoleInput first, and then calling ReadConsole to retrieve any keystrokes and ReadConsoleInput to clear out anything else. The complication is that there can be a keystroke, but the call to ReadConsole may still block, keeping the mouse from responding, because the key was a dead key. Nhraykey.dll prevents the blocking by pushing a bogus key event on the queue before calling ReadConsole; if nothing else, the ReadConsole call will return the bogus key. The bogus key is supposed to be ignored when it is read. The bug is that one particular function, NHkbhit(), doesn't do this. It returns a true status, indicating that a real key is available, and allmain.c then calls Getchar() to retrieve this nonexistent key. The user must eventually provide a real key for Getchar() to return. Versions affected The versions affected are NetHack 3.4.2, NetHack 3.4.3 and NetHack 3.6.0. Patch A patch is available to fix this bug, as this post to rec.games.roguelike.nethack. The patch is against NetHack 3.4.3 and may or may not apply cleanly to NetHack 3.6.0. No binaries or variants other than Spanish NetHack are known to incorporate the pach. The fix is to add a check for the bogus key in NHkbhit(). If found, the bogus key is discarded and the queue is queried again. References ↑ DevTeam GitHub repository, commit 7885796.
# ZAPM items This page gives a list of items found in ZAPM and some minimal information about them, including base prices. In ZAPM, price offered is not influenced by charisma—you can't charm a robot, after all. Selling prices are always 1⁄10 of base prices, and buying prices are always base prices. Unlike NetHack, any type of shop will buy any item. So you can price-ID your canisters in a computer shop, for instance. The ZAPM items do not necessarily behave exactly like the "NetHack analogs" given below. Contents 1 Floppy disks 2 Canisters 3 Armor 4 Weapons 5 Bionic implants 6 Ray guns 7 Tools Floppy disks Floppy disks appear as ? and are roughly analogous to NetHack's scrolls. They are unusable without a computer. If the computer is buggy, it may eat the disks. Like NetHack, some floppy disks have different effects according to "BUC" status and if the hero is confused. Under normal circumstances there is a chance of the "license expiring" and the disk disappearing; otherwise it stays in inventory and may be reused. Floppy disk Cost NetHack analog Effects While confused bug detection 25 — If buggy, reveals itself to be buggy; if debugged, reveals items in inventory which are buggy; if optimized, reveals bugginess status of every item in inventory. Reveals insects on the level. spam 25 — Scams you out of up to 1000 buckazoids if you have at least 50. Unless it's buggy, it prompts first and you can deny. — identify 25 scroll of identify Identifies objects in inventory (1–5 if optimized). — blank floppy disk 50 scroll of blank paper Requires programming skill to "write". Successfully creates a random disk (no programming skill needed). object detection 50 potion of object detection Detects objects on the level. — lifeform detection 50 potion of monster detection If buggy, detects yourself; if nonbuggy, detects lifeforms on the level. If buggy, gives YAFM; if nonbuggy, detects droids on the level. mapping 50 scroll of magic mapping Maps the level. Reveals traps on the level. diagnostics 50 potion of enlightenment Gives information about the hero's status. — debugging 100 scroll of remove curse If your computer is buggy, it is debugged. Otherwise, if the disk is buggy or debugged, it debugs wielded and worn items; if optimized, you pick an item to debug if bugged, or optimize if debugged. If buggy, debugs itself; if debugged, optimizes itself; if optimized, debugs every buggy item in pack. enhance armor 100 scroll of enchant armor If buggy, "enhances" worn armor by −1 with no minimum; if debugged, debugs worn armor and enhances it by +1, to a maximum of +3; if optimized, optimizes worn armor and enhances it—possibly by several points—to a maximum of +5. Fooproofs worn armor and repairs damage. enhance weapon 100 scroll of enchant weapon If buggy, "enhances" wielded weapon by −1 with no minimum; if debugged, debugs wielded weapon and enhances it by +1, to a maximum of +3; if optimized, optimizes wielded weapon and enhances it—possibly by several points—to a maximum of +5. Fooproofs wielded weapon and repairs damage. enhance implant 100 scroll of charging (for rings) If buggy, "enhances" installed implant by −1 with no minimum; if debugged, enhances installed implant by +1, to a maximum of +3; if optimized, enhances installed implant—possibly by several points—to a maximum of +5. — transportation 100 scroll of teleportation If buggy, teleports you unsafely, possibly resulting in instant death; if debugged, teleports you relatively safely; if optimized, you make a controlled teleport. Same as normal, but will never give a controlled teleport. hypnosis 100 potion of sleep If you are not blind, you fall asleep for 10d12 (buggy), 6d10 (debugged), or 4d6 (optimized) turns. — hacking 300 — Attempts to "crack" a floppy disk, which if successful gives unlimited usage with a risk of summoning a lawyer (L). Cracking requires excessive leveling (25+), programming skill, intelligence, and luck. — Canisters Canisters appear as ! and are roughly equivalent to NetHack's potions. However, canisters have no effect when thrown. Some may be applied as well as quaffed. If you have a canister of super glue stuck to your tongue, you are unable to quaff anything. All canisters worth 50 buckazoids have positive effects. Also, any canister costing 75 buckazoids will help you with alien impregnation. Canister Cost NetHack analog Effects beer 5 potion of booze Confuses you for 2d50 turns, cures fright, and grants fear immunity while character stays confused. super glue 5 — Sticks to your tongue, causing a −4 charisma penalty until it falls off. If charisma falls below 1, you die by embarrassment. Apply to repair items or robots. Nano-Cola 5 potion of gain energy Temporarily boosts charisma by 1d6 points (used for mutant powers). water 5 uncursed potion of water Contains water, which does nothing. (There is no equivalent of NetHack's holy and unholy water.) Rad-Away 50 — Reduces hero's radiation contamination by 100–300 rads restoration 50 potion of restore ability Restores hero's lost abilities, maybe partially. (There is no unicorn horn equivalent in ZAPM.) healing 50 potion of healing Restores up to 4d8 hit points. If this would bring health over maximum, the maximum is raised by 1d3 points. Cures sickening, stunning, confusion, and soreness. Closes brain incision. liquid nitrogen 75 — Deals 4d6 freezing damage and aborts alien baby. This canister cannot be destroyed by freezing damage. napalm 75 scroll of fire Deals 4d6 burning damage and aborts alien baby. universal solvent 100 potion of acid Deals 2d6 corrosive damage and aborts alien baby. Can be applied to dissolve a glued canister. Speed 100 potion of speed Speeds up hero for 4d20 (buggy), 12d20 (debugged), or 20d20 (optimized) turns. Cures hosing. Poison 100 potion of sickness Deals 1d3 poison damage and aborts alien baby. Plasma 100 — Deals 4d6 electrical damage and aborts alien baby. mutagen 200 — Exposure to a great deal of radiation. Gain random mutant power. This item is radioactive, so unless you're protected you should stash unidentified canisters as quickly as possible. Easily identified with a geiger counter. full healing 200 potion of full healing Restores up to 4d8 hit points. If this would bring your HP above maximum, your maximum is raised by 2d6 points. Cures sickening, stunning, confusion and soreness. Closes brain incision. gain ability 200 potion of gain ability Gain +1 to one random ability if debugged, or +1 to all abilities if optimized. spice 200 — You fold space, teleporting immediately. Chances for transportation death are equal to debugged transportation floppy disk. brain cylinder 1000 mind flayer corpse Gain +1 intelligence, to a maximum of 25. antimatter 1000 — You die instantly. Armor ZAPM has five armor slots: jumpsuit, body armor, helmet, belt, and goggles. Armor class works differently than NetHack. 10 is still the base, but the value is increased with worn armor, so equipping something with armor class 1 results in character AC of 11. As in NetHack, armor can be enhanced (enchanted), and enhancement may be negative. Powered armor carries its own weight, so it is effectively weightless when worn (but not when carried). Although belts have randomized appearance, the shield belt is the only type currently implemented. Psionic modifier affects the chance of mutant power use. This is analogous to NetHack's metal armor spellcasting penalty. Armor Cost Weight Appearance Armor class Psionic modifier Effects stormtrooper helmet 50 1000 plastic helmet 1 −5% air supply; −2 to hit space helmet 100 2000 sealed helmet 1 −5% air supply football helmet 25 4000 padded helmet 1 0 — energy dome 25 25 flowerpot 1 +20% unusually high psionic aura modifier brain shield 25 25 tinfoil hat 0 −100% reflection, brain shield sunglasses 50 50 pair of goggles 0 0% blindness protection peril-sensitive sunglasses 50 50 pair of goggles 0 0% usually buggy; blinds when peril is nigh (which means monsters or traps in sight) blindfold 50 50 blindfold 0 0% blinding x-ray goggles 100 50 pair of goggles 0 0% x-ray vision targeter goggles 100 50 pair of goggles 0 0% +2 to hit; +2 damage night vision goggles 100 50 pair of goggles 0 0% night vision shield belt 300 100 [random] belt 0 0% energy shield ordinary jumpsuit 25 400 [color] jumpsuit 1 0% — radiation suit 100 400 [color] jumpsuit 1 0% radiation protection janitor uniform 25 400 [color] jumpsuit 1 0% — chameleon suit 500 400 [color] jumpsuit 1 0% enemies will miss you 20% of the time elven jumpsuit 25 400 pink jumpsuit 2 0% — reflec armor 100 400 shiny armor 1 0% reflection football pads 100 5000 padded uniform 3 0% — flak jacket 75 2500 flak jacket 3 −5% — stormtrooper suit 400 10000 plastic armor 4 −10% — aquamarine power armor 1500 15000 aqua mechanical armor 7 −10% powered mean green power armor 1500 15000 green mechanical armor 7 −10% powered space suit 800 18000 space suit 4 −10% powered elven space suit 1500 10000 pink space suit 5 0% powered Weapons Weapon Cost Weight Appearance Hit Damage Ammo Notes elven dagger 10 400 wooden dagger +0 1d4 piercing — Although wooden in appearance, this item is actually made of steel. anal probe 10 400 anal probe +0 10d10 violating — Little gray aliens' all-time favorite toy. club 1 1200 club +0 1d6 concussive — Wooden. cattle prod 50 400 cattle prod +0 1d4 electrical, 1d6 stunning 5 energy cells Useful to keep alien warriors out of melee range. mop 5 900 mop +0 1d8 concussive — pair of nunchucks 200 500 pair of nunchucks +0 2d4 concussive — chainsaw 500 1200 chainsaw −2 2d6 slashing 0 energy cells Oddly, this item does not use up energy. bat'leth 1200 1000 bat'leth −1 2d6 slashing — This is not a sword, although Klingon lore would have it classified as one. katana 1000 600 antique sword +0 1d10 slashing — light saber 1500 600 energy sword +1 2d6 slashing, 1d6 burning — Will frequently destroy floppy disks on struck monsters. Grants a better form of reflection, deflecting blaster bolts and peas in addition to lasers. concussion grenade 25 300 grenade 0 3d6 concussive — Radius 1. frag grenade 25 400 grenade 0 2d6 concussive — Radius 1. stun grenade 25 400 grenade 0 3d6 stunning — Radius 1. rad grenade 25 400 grenade 0 4d8 radiological — Radius 3. football 25 400 prolate spheroid 0 1d6 concussive — Reusable, radius 0. This item is classified as a grenade and, if found while blind, will be described as such. pea shooter 50 800 wimpy pistol 0 1d4 force — The only gun that does not require ammunition. laser pistol 50 800 laser pistol −1 1d8 laser, 2d6 blinding 5 energy cells blaster 50 800 blaster −2 1d8 force 5 energy cells phaser 50 800 ergonomic energy pistol +1 1d8 laser, 2d6 blinding 5 energy cells pistol 50 800 pistol −1 1d8 piercing bullet - assault pistol 100 800 assault pistol −1 1d8 piercing bullet Shoots twice. laser rifle 200 1200 laser rifle +1 1d12 laser, 3d6 blinding 8 energy cells shotgun 150 1200 shotgun +1 4d6 concussive shell Has special accuracy mechanics. Over distance its damage falls but its accuracy rises. sniper rifle 300 1200 telescoped rifle +3 1d10 piercing bullet pulse rifle 400 3000 assault rifle +0 1d8 piercing bullet Apply to switch between single and triple fire modes. railgun 800 2000 railgun +0 3d10 piercing slug Takes one and a half turns to fire. Ammo is hard to come by. chaingun 800 3000 heavy cannon +0 1d10 piercing bullet Shoots six bullet per volley. laser cannon 800 3000 laser cannon +1 4d12 piercing 35 energy cells Very power-hungry and usually overkill. Bionic implants Roughly analogous to NetHack's rings, ZAPM allows you to have five implants in your skull. You can also have implants in your ear and eye. Implant Location Cost Psionic modifier Effects health monitor cranium 300 −15% Grants low hit point warning, colors hit points display. Purely UI effect. radiation processor cranium 300 −15% Reduces radiation contamination over time. Does not stack. poison resistor cranium 300 −15% Grants 10 points of poison resistance, and the effect stacks, but 10 points is enough to negate all poison damage in the game. Very important to have. babel fish ear 300 0% Grants translation intrinsic. cerebral coprocessor cranium 300 −15% Affects intelligence by its enhancement. Stacks. reflex coordinator cranium 300 −15% Affects agility by its enhancement. Stacks. adrenaline generator cranium 300 −15% Affects strength by its enhancement. Stacks. cortex crossover cranium 400 −15% Inverts movement keys. Purely UI effect. Pairs of this implant cancel each other out. narcoleptor cranium 400 −15% Grants narcolepsy, similar to an amulet of restful sleep. tissue regenerator cranium 400 −15% Grants regeneration. Does not stack. psionic amplifier cranium 400 varies Modifies psionic aura by 5% per enhancement point. Stacks. Eye of the BOFH eye 1000 0% Grants night vision, allows free passage through retina scanner door. Unique item. Ray guns Applying an empty ray gun fills it from a canister, giving the gun 2d6 charges. (Bugginess and fuel type do not matter.) If a canister is not listed here, it will ruin a ray gun. Empty ray guns cost 200 buckazoids, disintegration costs 2000, and all others cost 800. All ray guns appear as "[color] ray gun" when unidentified. They auto-identify upon use. Ray gun Loaded with Zap effect Notes empty ray gun — nothing freeze ray gun canister of liquid nitrogen 4d8 freezing damage heat ray gun canister of napalm 4d8 burning damage gamma ray gun canister of mutagen 4d8 radiological damage Not effective against bots, programs, or radioactive vermin. This item is radioactive, so don't carry around when unprotected. gauss ray gun canister of plasma 4d8 magnetic damage Only effective against robots or programs. Acts like cancellation on items. healing ray gun canister of (full) healing 4d8 healing "damage" Angers monsters as if you attacked them. A canister of full healing is not any better than regular healing. poison ray gun canister of poison 1d4 poison damage to hero, twice this amount to monsters restoration ray gun canister of restoration 4d8 restoring "damage" Damage does not matter—it always triggers regular restoration effect stasis ray gun canister of super glue 1d6 paralyzing damage By far best use for your canister of super glue. transporter ray gun canister of spice melange transports everything it hits disintegration ray gun canister of antimatter disintegration ray destroys almost everything on its path Rough equivalent to a black dragon's disintegration breath. Tools Tool Cost NetHack analog Effects energy cell 1 — Your power source. fission power plant 1000 — Stores up to 100 units of energy and regenerates 0.2 per turn. fusion power plant 1000 — Stores up to 100 units of energy and regenerates 0.4 per turn. roll of duct tape 5 — Single-use universal repair tool for droids or doors. Works at +2 to repair skill. monkey wrench 10 — Universal repair tool. flashlight 10 brass lantern Provides light as long as you supply it with power. Geiger counter 300 — Clicks in the presence of radiation. Requires power. motion tracker 400 ring of warning Detects most moving objects in an area. Requires power. droid caller 400 magic whistle Summons your pet droids. If buggy, summons all robots on level and turn them hostile, so don't test in Robot Town. tricorder 200 stethoscope Reveals the target's AC and HP. Doesn't use a turn. portable hole 200 — A single-use hole you can lay on the floor. restraining bolt 200 scroll of taming Attach it to a bot to attempt to make them a pet. Does not work on clerkbots. Sometimes drops again if pet bot gets destroyed. rabbit's foot 400 blessed luckstone Grants you ZAPM's form of luck while carried. heap of space junk 5 iron chain perhaps No use. red keycard 20 limited skeleton key Works on red locks. green keycard 20 limited skeleton key Works on green locks. blue keycard 20 limited skeleton key Works on blue locks. orange keycard 20 limited skeleton key Works on orange locks. master keycard 20 skeleton key Works on all keycard locks. Appears as a purple keycard. lock pick 200 lock pick Works on any lock (keycard or not) but requires pick lock skill to work reliably. mini computer 500 — Allows you to execute floppy disks. mega computer 1000 — Allows you to execute floppy disks even while blind.
# " Printable ASCII characters ~ ! @ # $ % ^ &amp; * ( ) _ + space ` 1 2 3 4 5 6 7 8 9 0 - = { } | Qq Ww Ee Rr Tt Yy Uu Ii Oo Pp : " [ ] \ Aa Ss Dd Ff Gg Hh Jj Kk Ll ? ; ' Ctrl Zz Xx Cc Vv Bb Nn Mm , . / &lt; &gt; Alt In NetHack, the double quotation mark symbol (") serves the following purposes: In the dungeon, a " can represent an amulet or a web. If playing with colors, amulets are usually colored (") while webs are white/gray ("). Press " to view your currently worn amulet (if any). Variants dNetHack dNetHack introduces the neutral outsider monster class, which uses the " glyph and consists of the following monsters: Kamerel: " Amm Kamerel " Hudor Kamerel " Sharab Kamerel " Ara Kamerel Rilmani: " Plumach Rilmani " Ferrumach Rilmani " Cuprilach Rilmani " Stannumach Rilmani " Argenach Rilmani " Hydrargyrumach Rilmani " mercurial essence " brimstone essence " Aurumach Rilmani " Center of All " Adamach
# Kops Make Great Theft Prevention Experts Kops Make Great Theft Prevention Experts is a NetHack-themed mnemonic for prefixes from SI units of measurement (commonly called the metric system). The mnemonic Kops Make Great Theft Prevention Experts is to memorise the order of of prefixes for every third power of ten from 3 to 18: kilo- Mega- Giga- Tera- Peta- Exa- 103 106 109 1012 1015 1018 Incidentally, the mnemonic is flawed. During actual gameplay, Keystone Kops do not appear until after you rob a shop. Thus they do not actually prevent the theft, they only react to it. The shopkeeper, by blocking the door, is actually the best theft prevention expert.
# File:Psy the Warrior - Grund's Stronghold.png File File history File usageNo higher resolution available. Psy_the_Warrior_-_Grund's_Stronghold.png ‎(720 × 400 pixels, file size: 11 KB, MIME type: image/png) Screenshot of SLASH'EM running in a Linux console, featuring the IBM charset. 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 current20:59, 28 September 2006720 × 400 (11 KB)Psy (talk | contribs)Screenshot of SLASH'EM running in a Linux console, featuring the IBM charset. NetHack General Public License You cannot overwrite this file. File usage The following page uses this file: Snapscreenshot
# Plus sign Printable ASCII characters ~ ! @ # $ % ^ &amp; * ( ) _ + space ` 1 2 3 4 5 6 7 8 9 0 - = { } | Qq Ww Ee Rr Tt Yy Uu Ii Oo Pp : " [ ] \ Aa Ss Dd Ff Gg Hh Jj Kk Ll ? ; ' Ctrl Zz Xx Cc Vv Bb Nn Mm , . / &lt; &gt; Alt + is a spellbook or a closed door. Press + to show and reorder spells you know. (If you use the Qt/tiles port, you have to enter the spells in reverse alphabetical order. E.g. +ba works, +ab doesn't.) Press + to select spellbooks in a menu. Supported by tty and curses interfaces, see menu controls.
# Sliming Sliming is a serious status affliction in NetHack that occurs if you are hit by the touch attack of a green slime, use a biting or brain-sucking attack against it, engulf it, or eat a glob of green slime. It is shown as Slime in the status line. Contents 1 Description 2 Curing 3 Strategy 4 History 5 Messages 6 See also 7 Reference Description The sliming process will irreversibly transform you in nine turns, which is fatal - this is shortened to four turns if you have engulfed it; if you "die" as a result of sliming and leave bones, your character will be a green slime rather than a ghost. If your life is saved by an amulet of life saving, you will also survive as a green slime unless they have been genocided, but this is instead treated as a polymorph that will wear off as normal. Other monsters that suffer from sliming will immediately turn into green slimes. Curing There are more than a few methods of curing sliming, all of which are listed below: Burn away the slime using any fire-based attack: zapping yourself with a wand of fire, reading a scroll of fire, being caught in an explosion from a lit potion of oil, or throwing a weapon that inflicts fire damage, such as Fire Brand, upwards via &lt;. Drinking a burning potion of oil will not cure sliming. Monsters afflicted by sliming that can breathe fire will do so at themselves to burn away the slime.[1] Controlled polymorphing into either a green slime or a fiery monster (specifically a fire vortex, flaming sphere, fire elemental, or salamander).[2] Casting cure sickness successfully causes the slime to disappear. The Staff of Aesculapius cures sliming among other status effects when invoked. Prayer is also effective at removing slime, assuming you are not in Gehennom (where green slimes can randomly generate). An amulet of life saving will allow you to survive as a green slime, provided they have not been genocided; you will eventually return to normal. An amulet of unchanging will immediately abort the sliming process if worn during it. There is no specific, intrinsic resistance to sliming, and the only ways to gain resistance are to wear an amulet of unchanging or else polymorph into a green slime or a fiery 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. Drinking a burning potion of oil will now cure sliming; monsters can also use this method. Strategy If you have controlled polymorph, it is generally preferable to polymorph into a fiery monster - this renders you immune to subsequent sliming attacks, and most fiery monsters are solid fighting forms. The salamander is likely the best one to choose, as it is the only fiery monster with eyes and can wear all armor except boots. Fire vortices are also a good option - although they are blind, they are extremely fast and can pick up items. As sliming lacks a formal resistance, various late-game foes up to and including the Wizard of Yendor are not immune to sliming. A user has suggested improving this page or section as follows: "Expand on offensive uses of sliming." History Sliming was first introduced along with green slimes in NetHack 3.3.0. From this version to NetHack 3.6.0, as well as some variants based on these versions, surviving via life saving would leave you in your current form instead of turning you into a green slime. Messages Message Turns to live "You don't feel very well." 9 "You are turning a little green." 8 "Your limbs are getting oozy." 6 "Your skin begins to peel away." 4 "You are turning into a green slime." 2 "You have become a green slime." 0 See also Green slime Reference ↑ src/muse.c in NetHack 3.6.6, line 2393 ↑ mondata.h in NetHack 3.6.1, line 51
# Passtune The passtune is the 5-note tune that opens the castle drawbridge. It is composed of the 7 diatonic notes: A, B, C, D, E, F, G. H is also accepted, and is equivalent to B; this comes from German musical notation, in which B is called H and B flat is called B. It can be given to you by your god when praying, or discovered through a game of mastermind. Playing a tune on a tonal musical instrument when standing near the drawbridge will give you a clue: hearing a tumbler click means you have a correct note in the wrong place, and hearing a gear turn means you have a correct note in the correct place. Contents 1 The brute force solution 2 The slightly clever solution 3 The best solution 4 External links The brute force solution The most intuitive way of solving is to use 7 guesses to discover what notes are in the passtune: AAAAA BBBBB CCCCC DDDDD EEEEE FFFFF GGGGG You may not need to use all these guesses to discover how many of which notes you need (in fact you will need at most 6: if you know the tune contains only A's after trying down to FFFFF, then it must also contain a G). Imagine you have discovered the passtune contains 1 A, 1 B, 1 C, and 2 G's. Choose an unused letter, D, and try to find where the A is: ADDDD DADDD DDADD DDDAD DDDDA If the fourth guess here yields a turning gear, you know the A must be in the fourth position. Repeat this process for B, but with the known A in place: BDDAD DBDAD DDBAD DDDAB If the first guess here yields two turning gears, you know the B must be in the first position. Repeat this process for C, but with the known A and B in place: BCDAD BDCAD BDDAC If the third guess here yields three turning gears, you know the C must be in the third position. Because G is present twice, you know that the remaining two unknown letters must both be G, and so the passtune is BGGAC. This method uses at most 16 guesses. The slightly clever solution The idea here is the same as above, but you make guesses as you discover information, as shown in the example below: First guess AAAAA. If no gears turn, try BBBBB, then CCCCC, and you will find a letter which is present in the solution, say, A. Now guess that A is in the first position, and try to discover whether the solution contains B: ABBBB If two tumblers click, the first position must be B, so next guess that A is in the second position and that there are C's: BACCC If two tumblers click and one gear turns, the second position must be C, so next guess that A is in the third position and that there are D's: BCADD If one tumbler clicks and two gears turn, you know the A can't be in the third position and that there are no D's, so try: BCEAE If one tumbler clicks and two gears turn, you know the A can't be in the fourth position and that there are no E's, so try: BCFFA If three gears turn, you know there are no F's, so the solution must be: BCGGA This method is faster than the intuitive one, but requires some thought. The best solution A number of schemes for solving general mastermind games are known, such as this one, which requires random guesses, but on average only a small number of them. External links Opening the Castle's Drawbridge playing Mastermind — An online passtune solver wikipedia:Mastermind (board game) Botting NetHack's Mastermind 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 17:56, 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 &nbsp;Invert selection &nbsp;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 &nbsp;m&nbsp;&nbsp;&nbsp;05:20&nbsp; Dot‎ (diff | hist) . . (-1)‎ . . Umbire the Phantom (talk | contribs) (→‎dNetHack: typo) &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;01:17&nbsp; N‎ (diff | hist) . . (+65)‎ . . Umbire the Phantom (talk | contribs) (improve formatting, reorg, etc.) &nbsp;m&nbsp;&nbsp;&nbsp;00:17&nbsp; ,‎ (diff | hist) . . (-2)‎ . . Umbire the Phantom (talk | contribs) (tweak) 23 July 2023 &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;23:12&nbsp; Dot‎‎ (3 changes | history) . . (+684)‎ . . [Umbire the Phantom‎ (3×)] &nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 23:12 (cur | prev) . . (+112)‎ . . Umbire the Phantom (talk | contribs) (add use) &nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 23:06 (cur | prev) . . (+20)‎ . . Umbire the Phantom (talk | contribs) (→‎dNetHack: tweak) &nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 23:02 (cur | prev) . . (+552)‎ . . Umbire the Phantom (talk | contribs) (format) &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;05:57&nbsp; ,‎‎ (8 changes | history) . . (+420)‎ . . [Umbire the Phantom‎ (2×); Ion frigate‎ (6×)] &nbsp;m&nbsp;&nbsp;&nbsp; 05:57 (cur | prev) . . (0)‎ . . Umbire the Phantom (talk | contribs) (ack) &nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 05:57 (cur | prev) . . (-9)‎ . . Umbire the Phantom (talk | contribs) (Oh hey, wanted to do this myself but got sidetracked. Lemme polish it up) &nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 05:41 (cur | prev) . . (+2)‎ . . Ion frigate (talk | contribs) (trying not to use item in two different senses) &nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 05:37 (cur | prev) . . (0)‎ . . Ion frigate (talk | contribs) (this seems least bad) &nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 05:37 (cur | prev) . . (-10)‎ . . Ion frigate (talk | contribs) ("comma character" does sound weird) &nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 05:27 (cur | prev) . . (+78)‎ . . Ion frigate (talk | contribs) (Another use - menu should perhaps be its own article) &nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 05:22 (cur | prev) . . (-1)‎ . . Ion frigate (talk | contribs) (whitespace) &nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 05:17 (cur | prev) . . (+360)‎ . . Ion frigate (talk | contribs) (Expand this into its own article) (Tag: Removed redirect) &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;05:19&nbsp; Template:ASCII‎ (diff | hist) . . (-15)‎ . . Ion frigate (talk | contribs) (fix link now that this is its own article) &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;05:18&nbsp; Unused symbols‎‎ (2 changes | history) . . (-383)‎ . . [Umbire the Phantom‎; Ion frigate‎] &nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 05:18 (cur | prev) . . (-140)‎ . . Ion frigate (talk | contribs) (remove reference to ,) &nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 00:32 (cur | prev) . . (-243)‎ . . Umbire the Phantom (talk | contribs) (Then it's not unused) &nbsp;m&nbsp;&nbsp;&nbsp;00:35&nbsp; `‎ (diff | hist) . . (+13)‎ . . Umbire the Phantom (talk | contribs) (→‎Historical uses: word choice) 22 July 2023 &nbsp;m&nbsp;&nbsp;&nbsp;07:35&nbsp; 0‎‎ (2 changes | history) . . (+8)‎ . . [Umbire the Phantom‎ (2×)] &nbsp;m&nbsp;&nbsp;&nbsp; 07:35 (cur | prev) . . (+9)‎ . . Umbire the Phantom (talk | contribs) (potholes) &nbsp;m&nbsp;&nbsp;&nbsp; 06:46 (cur | prev) . . (-1)‎ . . Umbire the Phantom (talk | contribs) (spacing, typo)
# 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 17:33, 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 &nbsp;Invert selection &nbsp;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 &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;13:29&nbsp; 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 &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;16:47&nbsp; Inediate‎ (diff | hist) . . (+41)‎ . . Coz (talk | contribs) (Added gargoyles and wingeds as inediate)
# File:Fire vortex.png File File history File usageNo higher resolution available. Fire_vortex.png ‎(16 × 16 pixels, file size: 225 bytes, MIME type: image/png) A 16x16 vanilla NetHack tile of the monster 'fire vortex'. File history Click on a date/time to view the file as it appeared at that time. Date/TimeThumbnailDimensionsUserComment current09:06, 1 August 200616 × 16 (225 bytes)BotFenix (talk | contribs)A 16x16 vanilla NetHack tile of the monster 'fire vortex'. Category:16x16 tiles You cannot overwrite this file. File usage The following 17 pages uses this file: List of vanilla NetHack tiles Monster Monsters (by size) NetHack 3.2.0 NetHack 3.2.1 NetHack 3.2.2 NetHack 3.2.3 NetHack 3.3.0 NetHack 3.3.1 NetHack 3.4.0 NetHack 3.4.1 NetHack 3.4.2 NetHack 3.4.3 NetHack 3.6.0 NetHack 3.7.0 Vortex 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 17:32, 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 &nbsp;Invert selection &nbsp;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 22 July 2023 &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;20:27&nbsp; Rogue‎‎ (2 changes | history) . . (-21)‎ . . [Umbire the Phantom‎; Coz‎] &nbsp;m&nbsp;&nbsp;&nbsp; 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) &nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 14:16 (cur | prev) . . (+8)‎ . . Coz (talk | contribs) (Added more links to Grayswandir and Stormbringer) 20 July 2023 &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;10:30&nbsp; Rogue‎ (diff | hist) . . (+4)‎ . . Coz (talk | contribs) (Added link to the Master Key of Thievery)
# User talk:Kaeroku Welcome! Welcome! Hi, Kaeroku! 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 17:28, 24 Jul 2023 (UTC) -- New user message (talk) 22:34, 3 October 2012 (UTC)
# Ring of fire resistance = Name fire resistance Appearance random Base price 200 zm Weight 3 Probability out of rings 3.57% Probability out of items in: containers Rogue level Gehennom Elsewhere 0.179% 0.179% 0.286% 0.107% Wearing a ring of fire resistance gives you fire resistance. Interestingly, it is more expensive than any other ring that provides an elemental resistance, with a base price of 200. See price ID. Dropping a ring of fire resistance down a sink produces the message "The hot water faucet flashes brightly for a moment." 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 3.6.1. 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.
# File:Baby deep dragon.png File File history File usageNo higher resolution available. Baby_deep_dragon.png ‎(16 × 16 pixels, file size: 445 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 current16:19, 26 November 201016 × 16 (445 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: Dragon (SLASH'EM)
# Talk:Giant (monster) "not" left by a giant mummy or zombie? Shouldn't that be a wand of undead turning on a corpse that was left by a giant mummy or zombie? -Actual-nh (talk) 02:31, 22 August 2021 (UTC) No, that's correct. Turning a corpse left by an undead just reanimates the undead, instead of the corpse's stated monster. But e.g. wishing for a giant corpse and then turning it would create a live giant. Tomsod (talk) 23:36, 22 August 2021 (UTC) Good point; thanks! I think I was confused by that there's at least one other page that doesn't have the "not" with regard to a particular species. I'll check around for it and correct it if I find it. -Actual-nh (talk) 23:49, 22 August 2021 (UTC)
# Scroll Item classes "&nbsp;Amulets [&nbsp;Armor %&nbsp;Comestibles $&nbsp;Coins *&nbsp;Gems !&nbsp;Potions =&nbsp;Rings ?&nbsp;Scrolls +&nbsp;Spellbooks `&nbsp;Statues (&nbsp;Tools `&nbsp;Boulders )&nbsp;Weapons /&nbsp;Wands Wikipedia has an article about: Scroll A scroll, represented by ?, performs magic when you read it, and then vanishes. All scrolls have a weight of 5. Contents 1 Table of scrolls 2 Generation 3 Writing scrolls 4 Reading scrolls 5 Identification 5.1 Scare monster 5.2 Price 5.3 Monster use 5.4 Position 5.5 Reading 5.5.1 Precautions 5.5.2 Maximizing benefits 5.5.3 Auto-identification 5.5.4 Messages 6 Messages 7 Strategy 8 Encyclopedia entry 9 See also 10 References 11 External links Table of scrolls Scroll Cost Relative probability Ink Appearance mail 0 0 2 stamped identify 20 18% 14 random light 50 9% 8 random blank paper2 60 2.8% 0 unlabeled enchant weapon 60 8% 16 random enchant armor 80 6.3% 16 random remove curse 80 6.5% 16 random confuse monster 100 5.3% 12 random destroy armor 100 4.5% 10 random fire 100 3% 8 random food detection 100 2.5% 8 random gold detection 100 3.3% 8 random magic mapping 100 4.5% 8 random scare monster 100 3.5% 20 random teleportation1, 3 100 5.5% 20 random amnesia 200 3.5% 8 random create monster1 200 4.5% 10 random earth1 200 1.8% 8 random taming 200 1.5% 20 random charging 300 1.5% 16 random genocide 300 1.5% 30 random punishment 300 1.5% 10 random stinking cloud 300 1.5% 20 random 1 Scroll is more common than its probability would imply due to monster starting inventory. 2 Scroll is more common than its probability would imply due to paper golems' death drops. 3 Scroll is more common than its probability would imply due to inaccessable closets. Generation Scrolls constitute 16% of all randomly-generated items in the main dungeon, 18% in containers, 22% on the Rogue level, and 1% in Gehennom. Scrolls appear 1/8 cursed, 3/4 uncursed, and 1/8 blessed. On top of random generation, scrolls can be found in book shops, in bones files, and amongst the possessions of recently deceased monsters. Writing scrolls Main article: Magic marker The Ink column gives the greatest number of magic marker charges required to write a scroll. The actual number of charges used will be a random amount from Ink/2 to Ink-1; if your marker has fewer than Ink/2 charges, you will be unable to attempt to write the scroll. Wizards have a base 1/3 chance of writing an unknown scroll, and all other classes have a base 1/15 chance; your chance generally improves with higher Luck, to a maximum of about 98% for Wizards and 32% for other classes. You can only write scrolls on blank paper, which can be made by getting any scroll wet (except mail) or cancelling any scroll (except mail). Failure to write the scroll will cause the blank scroll to be used up. You can select non-blank scrolls to write on, but this will abuse your wisdom and you will be told, "That scroll is not blank!" You need hands to write a scroll. Reading scrolls All scrolls take one turn to read and are destroyed if successfully read, except for the scroll of blank paper which has no effect. To read a scroll, you must either be unblind or know the appearance of the scroll. When a scroll is read, it will be used up and disappear (except blank paper). The effects depend on the blessing of the scroll. Non-cursed means either blessed or uncursed. If you are confused while reading the scroll, "you mispronounce the magic words" and may obtain a different effect (this applies to confused monsters reading scrolls, too). Some scrolls have a different message for "beginners"; a character is considered a beginner until accumulating 2000 score points (1000 for wizards). See the individual scroll articles for details on each scroll. Identification Scare monster There are several ways to indirectly identify the scroll of scare monster: You stand on the scroll and adjacent monsters turn to flee (including pets &amp; shopkeepers) You pick up the scroll and it turns to dust You are a Priest(ess), and a scroll changes its BUC when you pick it up You find the scroll under the Sokoban prize or the chest with the wand of wishing at the Castle Price Main article: Price identification Scrolls of identify, light, enchant weapon, enchant armor and remove curse are pretty easy to identify by price. The more expensive scrolls, with base costs of 100 zm or more, are much more difficult to distinguish. Here are the inconvenient and dangerous scrolls of each price class. A more detailed guide to price-identifying scrolls is here. Base cost Scroll Problem 100 fire Fire damage to you, your inventory, and adjacent monsters destroy armor Destroying your armor scare monster If picked up in a shop, it may turn to dust and you must pay for it teleportation Teleporting into a dangerous situation, or out of a shop 200 amnesia Forgetting object identities, map layouts, spells create monster Dangerous if you're not ready to fight earth Boulders hitting you and adjacent monsters taming If cursed, will anger nearby peaceful monsters, such as shopkeepers 300 genocide Genociding your own race if confused punishment Being chained to an iron ball Monster use Monsters can be generated with scrolls of teleportation, earth, and create monster. If you observe them reading said scrolls, that identifies to scroll to you. Position Scrolls of earth can be identified by the guaranteed ones in the first level of Sokoban. Scrolls of teleportation are the only ones generated inside closets. Scrolls of scare monster are placed under the Sokoban prize and the chest with the wand of wishing at the Castle. Reading Many veteran players will not read an unidentified scroll unless they have a pretty good guess what it could be. Nonetheless, if you are desperate and you have a large variety of price-identified, pet-tested scrolls in your inventory, you may try to identify them by reading them. Precautions You should not try to read-identify scrolls if the game considers your character a beginner. If your character is a beginner, then several scrolls have a possibility of giving the message "You have a strange feeling for a moment, then it passes." If your character is not a beginner, then it will be possible to distinguish all scrolls by the messages and effects obtained by reading them. BUC-testing scrolls before reading them is important: some scrolls are much more deadly when cursed. Some scrolls are less dangerous if read while confused. However, the scroll of genocide can kill you instantly if read while confused, so read-identification while confused is not universally helpful. Don't be blind or hallucinating. Beware of the scroll of amnesia. There is no defense against the possibility of losing up to 25% of your discoveries. The table below summarizes precautions for reading unidentified scrolls. Some precautions may contradict: you need other means of identification to assist in these cases. Scroll Less harmful if confused Other precautions destroy armor Yes Remove important helmets, gloves, cloaks and shoes; remove all other armor or wear a junk cloak over your body armor. fire Yes Keep flammable items (including scrolls, spellbooks and potions) at least one square away or in a container Don't read if a pet is next to you enchant armor Yes Remove any elven armor of +6 or higher enchantment; remove any non-elven armor of +4 or higher enchantment enchant weapon Yes Unwield any weapon of +6 or higher enchantment earth Yes Wear a hard helmet Don't read in Sokoban Don't read in positions where boulders might trap you Don't read if a pet is next to you teleportation No Do not read when confused or scroll is cursed, to avoid levelporting Read in a no-teleport level, or at least a fully mapped level. punishment Yes Have a way to escape punishment create monster Yes Be ready to fight or escape genocide No Do NOT read while confused, that's an instadeath Pick kraken if BUC is unknown: krakens are threatening in water and easy to kill on land amnesia No No precaution can defend you from this scroll, never read it Don't be confused: confusion worsens the already bad effects taming No Don't read if cursed If BUC is unknown, don't read near peaceful monsters Maximizing benefits In addition to take precautions against harmful scrolls, you might also want to maximize the benefits of helpful scrolls. Some of these may contradict the above precautions: you need other means of identification to assist in these cases. Scroll Benefit maximizers magic mapping Read on an unmapped level identify Keep some unidentified items in inventory charging Keep some chargeable items in inventory enchant weapon Wield a weapon you want to enchant enchant armor Remove all armor except ones you want to enchant Auto-identification Some scrolls will always identify themselves to you when you read them. Others might only identify themselves if read under certain situations. Auto-identification Scroll Always amnesia blank paper charging earth fire genocide identify magic mapping punishment stinking cloud If new monsters are seen create monster If not cursed, and gold on level gold detection If not blind light If blessed, or you are teleported sufficiently far teleportation If wearing armor destroy armor enchant armor If not cursed, and wielding a weapon enchant weapon If food on level food detection If monsters were tamed or angered taming Never confuse monster remove curse scare monster Messages Scrolls that don't auto-identify can be identified by their messages or effects Scroll Messages Effects create monster New monsters are generated around you gold detection Scroll of gold detection § Messages If confused, or the scroll is cursed, you detect traps instead of gold If you try to detect gold but there isn't any, the message will still be about money If you try to detect traps but there isn't any, the message will be about your toes itching light If confused, generates yellow lights or black lights This scroll auto-identifies if you can see, and is useless if blind teleportation Pay attention to your position before and after destroy armor Your bones itch. Confused, not wearing armor Your skin itches. Not confused, not wearing armor enchant armor Your skin glows then fades. Not wearing armor Your skin feels warm for a moment Blind, not wearing armor enchant weapon Your <hands> twitch Non-cursed, no weapon Your <hands> itch Non-cursed, weapon detect food Won't auto-identify if there's no food to detect taming Nothing interesting happens. No monsters in range Nothing interesting seems to happen. Monsters in range were not tamed or angered confuse monster Scroll of confuse monster § Messages When hitting a monster in melee, you will confuse it. You may confuse yourself You may unconfuse yourself, if the scroll was blessed remove curse You feel like someone is helping you. Normal use You feel like you need some help. Confused You will be unpunished Some cursed items may become uncursed If confused, BUC identification may be removed on some items If confused, BUC of uncursed items will change scare monster Scroll of scare monster § Messages If not cursed, some monsters may become scared and flee If cursed, some monsters may become awake, unscared, and unparalyzed. Messages When you read a scroll, you receive the following messages: As you read the scroll, it disappears. You are not blind and read a scroll. Effects of the scroll happen. As you pronounce the formula on it, the scroll disappears. You are blind, have a mouth and know either the magic words or the identity of the scroll. Effects of the scroll happen. As you cogitate the formula on it, the scroll disappears. You are blind, have no mouth and know either the magic words or the identity of a scroll. Effects of the scroll happen. Being blind, you cannot read the formula on the scroll. You are blind but have neither seen the magic words nor identified the scroll. No effects happen and the scroll is not destroyed. Strategy Scrolls, along with potions and comestibles, are one of the main types of consumable items in the game. The fact that they can only be used once tends to encourage hoarding; if you notice yourself frequently dying with large numbers of unused scrolls, consider using them next time! For scroll-specific strategy tips, see the individual articles. Encyclopedia entry And I was gazing on the surges prone, With many a scalding tear and many a groan, When at my feet emerg'd an old man's hand, Grasping this scroll, and this same slender wand. I knelt with pain--reached out my hand--had grasp'd Those treasures--touch'd the knuckles--they unclasp'd-- I caught a finger: but the downward weight O'erpowered me--it sank. Then 'gan abate The storm, and through chill aguish gloom outburst The comfortable sun. I was athirst To search the book, and in the warming air Parted its dripping leaves with eager care. Strange matters did it treat of, and drew on My soul page after page, till well-nigh won Into forgetfulness; when, stupefied, I read these words, and read again, and tried My eyes against the heavens, and read again. [ Endymion, by John Keats ] See also Scroll origins Scroll of flood - scroll added in UnNetHack References scrl-343.txt External links Scrolls and their effects in NetHack 3.4 This page is based on a spoiler by Dylan O'Donnell. The original license is: Redistribution, copying, and editing of these spoilers, with or without modification, are permitted provided that the following conditions are met: The original contributors to any spoiler must continue to be credited. Any modifications to the spoiler must be acknowledged and credited. This page may need to be updated for the current version of NetHack. It may contain text specific to NetHack 3.4.3. Information on this page may be out of date. Editors: After reviewing this page and making necessary edits, please change the {{nethack-343}} tag to the current version's tag or {{noversion}} as appropriate. </hands></hands>
# Spellbook of dig spellbook of +   dig   Appearance random Abundance 2.03% Base price 500 zm Weight 50 Turns to read 30 Ink to write 25–49 Spell type matter Level 5 Power cost 25 Pw Direction ray Equivalent wand of digging Special for caveman In NetHack, the spellbook of dig allows you to learn the spell of dig. It is a level 5 matter spell, and the spellbook takes 32 actions to read. It is the special spell for Cavemen. Contents 1 Generation 2 Effect 3 Strategy 4 History 5 xNetHack Generation 2.03% of all randomly-generated spellbooks will be a spellbook of dig. The Wizard of Yendor will have a spellbook of dig with him when he makes his guaranteed reappearance on the Plane of Earth. Effect When cast, it has a similar effect to zapping a wand of digging - it fires a ray in a selected direction that digs through walls and can create holes in the floor. Strategy While sharing most of the same uses as the wand of digging, the spell is quite high-level and power-intensive for the utility it provides - especially when the more-common wand grants the same benefits and the ability to engrave Elbereth in exchange for limited charges per wand. For training matter spells to eventually cast the spell of polymorph, the knock and wizard lock spells are better due to their lower power cost and comparatively wider use cases. By the time you reach Gehennom, you should typically have a large supply of digging wands and can obtain more from minotaurs and other hostiles, so it is typically not worth learning at that point unless you need a forgettable spell for quick confusion. The spell is almost guaranteed to be useless to Cavemen, especially considering the availability of wands of digging - even with the special spell bonus and a robe, Cavemen have the second-highest spellcasting penalty among all vanilla roles, which compounds the above already-existing issues with the spell. The guaranteed spellbook of dig you can obtain from the Wizard of Yendor on the Plane of Earth is intended to be a backup in the event you have no other sources of digging—this is also the case for the accompanying minotaur and Elvenking, who provide the faster wand of digging and a chance for a pick-axe, respectively. Even so, you should still have plenty of your own wands at this point, along with a means of charging them if needed. History All spellbooks are introduced in NetHack 1.3d. xNetHack In xNetHack, the spell of dig is lowered to a level 3 spell. Both this and overall changes to the casting system make it much less unwieldy to cast, though the wand of digging may still be preferable in many scenarios.
# Dark young q dark young File:Dark young.png Difficulty 30 Attacks Tentacle 4d4 physical, Tentacle 4d4 physical, Bearhug 2d8 poison (strength), Bite 2d10 digestion q dark young File:Dark young.png Difficulty 30 Attacks Tentacle 4d4 physical, Tentacle 4d4 physical, Bearhug 2d8 poison (strength), Bite 2d10 digestion Base level 25 Base experience 889 Speed 18 Base AC −6 Base MR 30 Alignment 0 (neutral) Frequency (by normal means) 1 (Very rare) Genocidable Yes Weight 3800 Nutritional value 800 Size large Resistances fire, cold, acid Resistances conveyed fire A dark young: has no hands. is an animal. has a thick hide. is herbivorous. is a giant. is normally generated hostile. is strong. waits for you to come. lets you close unless attacked. does not appear in Gehennom. cannot be tamed. The dark young, q, is a monster in dNetHack. This page is a stub. Should you wish to do so, you can contribute by expanding this page.
# 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 17:55, 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 &nbsp;Invert selection &nbsp;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 &nbsp;m&nbsp;&nbsp;&nbsp;08:36&nbsp; Price identification‎ (diff | hist) . . (+3)‎ . . Umbire the Phantom (talk | contribs) (→‎GruntHack: word choice)
# User:Adeon This is my user page. It is pretty. I created the Sheol branch that was originally a modification to NetHack 3.4.3 but is now maintained in UnNetHack. I possess the longest known ascension streak in NetHack 3.4.3. 29 ascensions in a row, on nethack.alt.org. I also have the fastest real-time ascension at 1 hour and 3 minutes on nethack.eu. I have commit access to UnNetHack and Junethack. I also wrote the Pinobot[1] who lives on some NetHack channels in Freenode.
# Talk:Spellbook of drain life Contents 1 Monster experience? 2 Draining does reduce HP to zero 3 Clarification of life/level draining. 4 Disenchanting items Monster experience? If you cast drain life on a monster, are they worth less experience when finally killed? -- Kalon 22:33, 7 January 2008 (UTC) -- Yes, unless you kill it in one single casting. Gaining exprerience is based on the monster's current experience (before the spell) Source:Exper.c#experience, and drain life updates a monsters level only after it has determined the monster will survive Zap.c#line330. Tjr 22:06, 17 March 2009 (UTC) Draining does reduce HP to zero Usethe4ce removed the other fatal side of level drain, I propose to re-add them. Steps to reproduce (not wiztested): wound yourself so that you have 17hp left, then cast drain lift on yourself. Drain life does at most 16 points of damage, so the damage won't kill you. However, losing or gaining a level seems to preserve (maxHP-HP), and since it reduces maxHP, it also reduces your current hit points further. Example of succubus level drain killing an XP3 character: http://alt.org/nethack/userdata/t/tjr2/dumplog/1275338192.nh343.txt --Tjr 09:06, 26 January 2011 (UTC) Experience_level also needs to be corrected. --Tjr 11:17, 26 January 2011 (UTC) I looked at it quite a while to be sure before changing anything, specifically Exper.c, line 146, where the new HP is deliberately kept to a minimum of 1. Your example with the succubus seems to be from HP loss ("You feel exhausted") rather than level drain ("You feel out of shape"). --Usethe4ce 14:48, 26 January 2011 (UTC) You're right, I'm sorry. Source:Mhitu.c#line2313 means a different foocubus effect is the culprit. --Tjr 15:03, 26 January 2011 (UTC) Clarification of life/level draining. There are _3_ separate types of drain life/level attacks in the game, those of monsters, those of stormy and the staff, and the spell. All do different amounts of damage and are used in different ways, but are very similar. The life/level drain of stormy and the staff doesn't even have a page. I think we should have one page for all 3, so they could be properly compared. We would want to leave this page, because every other spellbook gets its own page, but the specific information about the spell could be duplicated or wholey moved to this new page. Drain resistance would also still need its own page. Also, what are we calling it, drain life or drain level? See the "Staff" section on The artifact weapon talk page for a long discussion + citations and damage figures. Pages related to draining and drain resistance: http://nethackwiki.com/wiki/Drain_life_%28monster_attack%29 http://nethackwiki.com/wiki/Spellbook_of_drain_life http://nethackwiki.com/wiki/Drain_resistance http://nethackwiki.com/wiki/Drain_life and maybe: http://nethackwiki.com/wiki/Wand_of_draining Foocubi and prayer related draining is pretty different, since its not an attack at all. That should stay separate I think. Thoughts? Blackcustard 19:09, 17 March 2011 (UTC) Good plan. I propose level drain. You might want to add a SLASHEM section with Thiefbane and wand of draining, too. --Tjr 17:08, 20 March 2011 (UTC) Disenchanting items The article mentions draining positively-enchanted items for a chance to enchant them further, but it doesn't cover draining items that you wish were very negative. What are the limits of that? Do the items explode if you push their enchantment too negative? This could be of particular interest to pacifists who can significantly benefit from negatively enchanted weapons. It also might be worth mentioning that you can't disenchant rings with the spell (unless you can, in which case I need to start doing that...) — Preceding unsigned comment added by 63.229.231.52 (talk • contribs) I think the limit is 0: you can't make items' enchantment (more) negative. --Tjr 21:05, 28 April 2012 (UTC) Correct. Drain life will only remove positive enchantment. It has no effect if it is at or below zero. Ref zap.c, line 920. -- Qazmlpok 00:42, 29 April 2012 (UTC)
# User talk:Bray298 Welcome! Welcome! Hi, Bray298! Welcome, and thanks for joining NetHackWiki! The How to help and Style guide pages are excellent starting points. Special:Recentchanges is a great first stop, because you can see what other people are editing right this minute, and where you can help. Questions? Need help? You can ask at the Community Portal, the forum, or on the discussion page associated with each article! Just remember to sign those posts with four tildes: ~~~~. That will expand to create a signature. You can put {{NAOplayer|NAO player account}} on your user page to link to your NAO player account. Capitalization matters. We are really happy to have you here, and look forward to working with you! This is an automated greeting. -- New user message (talk) 17:10, 6 March 2015 (UTC)
# Forum:Drawbridge issue. &lt; Forum:Watercooler Should this happen? Message History There is a lowered drawbridge here. There are many objects here. In what direction? (cast MM into castle,&nbsp;? standing in doorway, boulder just right of&nbsp;?) You kill it! The magic missile bounces. You have a little trouble lifting 80 gold pieces. You have a little trouble lifting ) - 4 violet gems. (lich moves into doorway from castle) You feel that monsters are aware of your presence. You hit the invisible lich! The magic-absorbing blade stuns the invisible lich! The invisible lich casts a spell! The invisible lich looks better! The invisible lich zaps a wand of striking! The drawbridge collapses into the moat! The invisible lich is blown apart by flying debris! The invisible lich is destroyed! Boing! Unknown command ' '. You can't even see the bottom, let alone pick up something. Unknown command ' '. What do you want to remove [ivY or&nbsp;?*) You are not wearing that. Unknown command ' '. There is a pool of water here. There is a doorway here. There are many objects here. --End-- Note: There is another invisible lich with a wand of striking in the castle!137.108.145.24 14:13, 26 February 2016 (UTC) Which version of NetHack are you playing? If you're playing 3.4.3, you seem to have observed bug C343-266, which is fixed in 3.6.0. But I don't know how you survived the destruction of the drawbridge; that should have been an instadeath. Maybe your magic resistance protected the square you're on? In any event, the drawbridge can only be destroyed once. Don't worry about that other wand of striking.--Ray Chason (talk) 18:03, 27 February 2016 (UTC)
# Attribute Contents 1 Strength 2 Dexterity 3 Constitution 4 Intelligence 5 Wisdom 6 Charisma 7 Starting attributes 8 Maximum attributes 9 Variants 9.1 NetHack brass 9.1.1 Racial modifiers 9.1.2 Wizard mode 9.2 SLASH'EM 9.2.1 Strength 9.2.2 Dexterity 9.3 FIQHack 9.4 UnNetHack 10 See also 11 References An attribute shows some capability of the player. Alternatively, "attribute" may refer to properties divined through enlightenment or death. There are six basic attributes, as in Dungeons &amp; Dragons. Four of a player's attributes can be increased by exercising them. Strength Main article: Strength Strength corresponds to the ability to have more weight in your inventory. Also, the stronger you are, the more damage you do in melee combat, and the farther you can throw objects. Dexterity Main article: Dexterity Dexterity has a multitude of effects, of which the most significant is probably that it affects your chance of hitting monsters, whether in melee combat or with a missile or spell. Constitution Main article: Constitution Having a high constitution increases your healing rate and the number of HP you gain when levelling up and allows you to carry more weight in your inventory. Intelligence Intelligence is useful for reading spellbooks, for spellcasting (unless you are a Healer, Knight, Monk, Priest or Valkyrie, in which case it is wisdom that affects your chances of successfully casting a spell) and for encounters with foocubi. Mind flayers have a brain-eating attack that can drain your intelligence; if you are hit by a successful brain-eating attack when your base intelligence is already 3, you die of brainlessness. Intelligence cannot be exercised, but can be permanently increased by drinking a blessed potion of enlightenment or a potion of gain ability. It can also be temporarily increased by wearing a helm of brilliance. If you eat a mind flayer corpse, there is a 50% chance your intelligence will be permanently increased by one point. Wisdom Main article: Wisdom A Healer, Knight, Monk, Priest or Valkyrie requires wisdom to cast spells. Wisdom is not particularly important for most other classes, though it affects how fast your power regenerates (and is thus fairly important for wizards) and how much power you gain when leveling up. Charisma Charisma is mostly useful for obtaining better prices at shops.[1] It also helps with foocubus encounters, both by increasing the chance of a positive result and by giving more control over whether they remove your armor.[2] Charisma also has other effects: The chance of successfully bribing demons with less money than they demand.[3] The amount of gold required to bribe the Yendorian army.[4] The chance of successfully applying a saddle to a monster.[5] The initial apport of new pets is equal to your charisma.[6] Several messages that don't affect game mechanics.[7][8][9] 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. Charisma affects the probability that monsters are affected by conflict. Charisma is a difficult stat to increase, as it cannot be exercised. It can be permanently increased by drinking a potion of gain ability, or temporarily increased by wearing a charged ring of adornment. You can also gain charisma by triggering a magic trap; however, this can be dangerous. Charisma Price 3–5 ×2 6–7 ×1.5 8–10 ×1.33 11–15 ×1 16–17 ×0.75 18 ×0.67 19–25 ×0.5 Reference: shk.c, line 1910. Starting attributes The player's starting attributes depend on their role as follows:[10] Class Strength Dexterity Constitution Intelligence Wisdom Charisma Remaining Archeologist 7\20% 7\10% 7\20% 10\20% 10\20% 7\10% 27 Barbarian 16\30% 15\20% 16\30% 7\6% 7\7% 6\7% 8 Caveman 10\30% 7\20% 8\30% 7\6% 7\7% 6\7% 30 Healer 7\15% 7\15% 11\25% 7\20% 13\20% 16\5% 14 Knight 13\30% 8\10% 10\20% 7\15% 14\15% 17\10% 6 Monk 10\25% 8\20% 7\15% 7\10% 8\20% 7\10% 28 Priest 7\15% 7\15% 7\20% 7\10% 10\30% 7\10% 30 Ranger 13\30% 9\20% 13\20% 13\10% 13\10% 7\10% 7 Rogue 7\20% 10\30% 7\20% 7\10% 7\10% 6\10% 31 Samurai 10\30% 10\30% 17\14% 8\10% 7\8% 6\8% 17 Tourist 7\15% 7\15% 7\30% 10\10% 6\10% 10\20% 28 Valkyrie 10\30% 7\20% 10\30% 7\6% 7\7% 7\7% 27 Wizard 7\10% 7\20% 7\20% 10\30% 7\10% 7\10% 30 First, points are distributed so that the player receives, as a minimum, the number indicated before the backslash. This is always out of a pool of 75 points, and the Remaining column contains the amount of leftover points from this step. Next, the remaining points are distributed randomly according to the percentage after the backslash. If an attribute is chosen that would raise it above the player's racial maximum, it will try 99 more times to choose a different attribute to raise. If it fails to pick an attribute on all 100 attempts, it will abort this step and any remaining points will be lost.[11] Third, each attribute has a 5% probability of having a random number from −2 to +4 added to it [12]. These respect racial maximums. Finally, strength will, if necessary, be increased until the player is unencumbered by their starting inventory. If their racial maximum is not enough, constitution will be increased similarly. Maximum attributes The player's maximum attributes depend on their race as follows:[13] Race Strength Dexterity Constitution Intelligence Wisdom Charisma Human 18/** 18 18 18 18 18 Elf 18 18 16 20 20 18 Dwarf 18/** 20 20 16 16 16 Gnome 18/50 18 18 19 18 18 Orc 18/50 18 18 16 16 16 These maxima only apply to your base "naked" attributes. Some magic items, like the helm of brilliance, gauntlets of power and gauntlets of dexterity, allow you to exceed these limits, up to 25 for all attributes. All attributes have a minimum of 3. Variants NetHack brass NetHack brass implements different maximum attributes per role. Find your maximum attributes by looking for your role in the next table, then applying the racial modifiers. For example, humans have +2 to strength. All heroes have a minimum of 3 for each attribute. The entries with the exclamation marks are the spellcasting stats for each role. Role Strength Dexterity Constitution Intelligence Wisdom Charisma Archeologist 16 10 17 19! 18 19 Barbarian 18/** 18 20 12! 16 10 Caveman 18/** 18 20 14! 16 15 Healer 12 19 19 19 19! 18 Knight 18/50 13 18 17 19! 19 Monk 10 20 20 18 20! 18 Priest 18 15 18 17 20! 18 Ranger 17 21 13 19! 16 19 Rogue 18 20 17 17! 17 16 Samurai 18/50 20 19 15! 15 15 Tourist 17 15 18 19! 19 19 Valkyrie 18/** 16 20 12 17! 16 Wizard 10 19 16 20! 20 18 Reference: src/role.c in NetHack brass 040923. Racial modifiers To find your maximum attributes in NetHack brass, after finding your role in the above table, you must apply the racial modifiers of the below table. These racial modifiers apply only to the maximum attributes of each player, not the initial attributes. An elven Ranger of NetHack brass, for example, can reach 19+1 = 20 in charisma by increasing charisma one more time after a human Ranger would have maxed at 19. For strength modifiers only, a +1 raises 18 to 18/50, while a +2 raises 18 to 18/** or 17 to 18/50. Race Strength Dexterity Constitution Intelligence Wisdom Charisma Human +2 0 0 0 0 0 Elf 0 0 −2 +2 +2 +1 Dwarf +2 +2 +2 −2 −2 −2 Gnome +1 0 0 +1 0 0 Orc +2 0 0 −2 −2 −3 Wizard mode The wizard mode of NetHack brass supplies the #rrllududab extended command, a code that sets your attributes to their maximum; this is a reference to the Konami code. SLASH'EM SLASH'EM handles several attributes differently compared to NetHack. Strength Due to the changed behavior of the gauntlets of power, strength between 18/** and 25 is handled differently. Strength grants bonuses to damage and to-hit as follows: strength to-hit damage 3–5 −2 −1 6–7 −1 0 8–15 0 0 16 0 +1 17 +1 +1 18 +1 +2 18/01–18/99 +1 +3 18/** +2 +4 19 +2 +5 20 +3 +6 21 +3 +7 22 +4 +8 23 +4 +9 24 +5 +10 25 +5 +11 Reference: weapon.c in SLASH'EM 0.0.7E7F2, line 900. Dexterity Dexterity now has an impact on AC, and higher Dexterity provides bonuses to AC. dexterity AC 3&lt; +3 4–5 +2 6–7 +1 8–14 0 15 −1 16 −2 17 −3 18 −4 19 −5 20–21 −6 22–23 −7 &gt;23 −8 FIQHack In FIQHack, strength over 18 is no longer considered a special attribute, and "exceptional strength" of 18/XX does not exist - their numeric equivalents are used instead, as follows: Elves: 18 Gnomes: 19 Orcs: 20 Humans: 21 Dwarves: 21 UnNetHack UnNetHack adds the ability to exercise intelligence by fighting a weeping angel's mental reflection, which requires that the player does not have reflection.[14] See also hit points inventory purse encumbrance weight intrinsic Drain for gain, which involves manipulating your attributes, and discusses how to do so. References ↑ src/shk.c in NetHack 3.6.6, line 2134 ↑ src/mhitu.c in NetHack 3.6.6, line 2431 ↑ src/minion.c in NetHack 3.6.6, line 304 ↑ src/dokick.c in NetHack 3.6.6, line 372 ↑ src/steed.c in NetHack 3.6.6, line 94 ↑ src/dog.c in NetHack 3.6.6, line 45 ↑ src/dig.c in NetHack 3.6.6, line 1362 ↑ src/apply.c in NetHack 3.6.6, line 826 ↑ src/eat.c in NetHack 3.6.6, line 751 ↑ src/role.c in NetHack 3.6.6, line 54: base attributes and distributions ↑ attrib.c in NetHack 3.6.0, line 565 ↑ u_init.c in NetHack 3.6.0, line 884 ↑ role.c in NetHack 3.4.3, line 405 ↑ https://sourceforge.net/p/unnethack/git/ci/master/tree/src/mhitu.c#l2206
# W343-3 W343-3 designates a bug that affects the Microsoft Windows version of NetHack 3.4.3. It is fixed in NetHack 3.6.0. The bug is listed as: Under the Polish version of Windows 2000 SP4, screen output with a raster font shows wrong characters for many dungeon features Contents 1 Nature of the bug 2 Cause of the bug 2.1 Windows 10 3 Versions affected 4 Patch Win32 locales fix Author Ray Chason Download link Bilious PatchDB 313 Nature of the bug The bug has been reported on Polish and Russian editions of Windows 2000 and on a Czech version of Windows XP. It has been duplicated on an American Windows XP by changing a language setting. A screenshot is available. Bug W343-3 really comprises two distinct and unrelated bugs. One is a simple character set issue: many non-USA PCs are configured with different character sets, and seven symbols may look different. This issue is more fully detailed in the IBMgraphics article. The more serious bug is that some characters appear as strange symbols or blank squares. This is not actually a bug in NetHack, but in Windows. The rest of this article will deal with this bug. Cause of the bug The bug is a flaw in the Windows WriteConsoleOutputCharacterA API. When its configured code page is other than 437 or 850, many non-ASCII characters can show up incorrectly. The bug occurs when four conditions are met: The version of Windows is Windows NT or one of its descendants, no later than Windows 8.1. The bug is confirmed to exist on Windows 2000, Windows XP, Windows Vista, Windows 7, Windows 8 and Windows 8.1. It is confirmed to be fixed on Windows 10 (but see the note below on Windows 10). The built-in command shell window is used. Alternate command shell windows are available; Cmder, in particular, is confirmed not to have the bug. A bitmap font, rather than Lucida Console, is selected. The command shell is running in a window, rather than full screen. Windows Vista and later do not support full screen mode in the console, and so this item will always be true for those versions of Windows. The language for non-Unicode programs is set to one whose OEM code page is anything other than 437 or 850. Basically this means any East European language, whether it uses Greek, Cyrillic or Latin writing. No API other than WriteConsoleOutputCharacterA is known to be affected. In particular, the Unicode variant WriteConsoleOutputCharacterW works correctly. Windows 10 The Windows terminal program changed in Windows 10. The changed fixed the original W343-3 problem, but certain characters on the Rogue level may not display correctly. Specifically, the characters that have code points less than 0x20 display as empty boxes. See IBMgraphics for more details. This bug appears when the terminal program is not in legacy mode and when a TrueType font is selected. This bug is only loosely related to W343-3, but the fix in the code is the same. All users of Windows 10 running NetHack 3.4.3, regardless of locale, can benefit from the W343-3 patch. Versions affected NetHack 3.4.3 is known to have this bug. Because NetHack 3.1.1 through 3.1.3 also use the flawed API, it is likely that they have it as well. NetHack 3.2.0 through 3.4.2 use different APIs, and do not have this bug. The Curses interface is not affected, even when linked with PDCurses for the Win32 console, because PDCurses does not uses the offending API. Patch The bug is fixed in NetHack 3.6.0. A patch is available to fix this bug in NetHack 3.4.3; but no binaries or variants other than Spanish NetHack are known to incorporate it. The patch fixes the API issue by detecting when it is running on an NT-based version of Windows, and using the Unicode API instead, avoiding the Windows bug. It fixes the character set issue as well (see IBMgraphics) by allowing less-extensive variants of IBMgraphics to be set, avoiding the characters that can vary among code pages. The patch was posted to rec.games.roguelike.nethack as four articles: Part 1 describes the API issue and provides detailed instructions to duplicate it, and a small test program to demonstrate the bug. Part 2 describes the character set issue. Part 3 contains the patch itself. Part 4 is a description of each change the patch makes. The Bilious Patch Database has a simpler form of this patch, that works around the faulty API but does not alter the IBMgraphics, here. This patch also fixes W343-4.
# Player monster A player monster is a type of monster in NetHack that represents one of the player roles. Contents 1 List of player monsters 2 Common characteristics 3 Generation 3.1 Equipment 3.1.1 Astral Plane 4 Strategy 5 Variants 5.1 SLASH'EM 5.2 GruntHack 5.3 EvilHack 5.4 FIQHack 5.5 SpliceHack 6 See also 7 References List of player monsters @&nbsp;archeologist @&nbsp;barbarian @&nbsp;caveman @&nbsp;cavewoman @&nbsp;healer @&nbsp;knight @&nbsp;monk @&nbsp;priest(ess) @&nbsp;ranger @&nbsp;rogue @&nbsp;samurai @&nbsp;tourist @&nbsp;valkyrie @&nbsp;wizard Common characteristics Player monsters cannot be tamed, but can be made peaceful. All player monsters will be referred to by the role's appropriate rank title for their level. Each player monster will have certain characteristics based on their corresponding role as well; for example, player monster valkyries will have cold resistance similar to a starting valkyrie, while player monster rogues have an affinity for gold. They will also have one or two weapon attacks, partly based on their role's ability to twoweapon (or lack thereof). Generation Player monsters are not randomly generated, and are thus rarely seen - most live player monsters encountered in the main dungeon are shapeshifters, and doppelgangers in particular tend to favor player monster forms. There are several exceptions, however: a handful of player monsters can be seen in various quest branches, and some quest guardians may grow up into player monsters by quaffing potion of gain level. In every game, a number of tough and hostile player monsters await you on the Astral Plane, with an ascension kit-like inventory on hand - their names are randomly selected and based on various members of the DevTeam.[1] Several player corpses appear in the Valley of the Dead with the exception of priest and monk corpses, and many player statues are generated on Medusa's Island, including a guaranteed statue of a player monster knight named Perseus.[2][3][4][5][6][7] Player statues and corpses can also be found in bones levels. Using the spell or wand of undead turning on a player corpse or using stone to flesh on a player statue will revive them as a player monster. Player monsters matching the player's role may also be summoned by reading a cursed scroll of genocide while confused (which "reverse genocides" yourself). Player monsters are generated with a monster level of 15–30 on the Astral Plane and d16 on other special levels. They are generated with (monster level)d10+30(+d30 more on Astral Plane) hit points.[8] Equipment Normally-generated player monsters will be given a weapon, 1d3 random offensive items, 1d3 random defensive items, and 1d3 random miscellaneous items.[9] The enchantment of a player monster's weapon will be random between +0 and +3, and will be either erodeproof, greased, or neither with equal probability. By default, each player monster is given either a long sword or a random melee weapon with equal probability - if given a random weapon, the game then selects one from a specific set of weapon types, with the standard odds of generation used.[10] However, each type of player monster may have their weapon replaced with one more appropriate for their role, with varying odds and replacements depending on each role.[11] The overall odds of weapon replacements for different player monsters are as follows: Archeologist: bullwhip (50%), long sword (25%) or random melee weapon (25%) Barbarian: two-handed sword (25%), battle axe (25%), long sword (25%) or random melee weapon (25%) Caveman / cavewoman: mace (75%), club (12.5%), long sword (6.25%) or random melee weapon (6.25%) Healer: quarterstaff (75%), unicorn horn (6.25%), scalpel (6.25%), long sword (6.25%) or random melee weapon (6.25%) Knight: long sword (87.5%) or random melee weapon (12.5%) Monk: no melee weapon; 1⁄3 chance of 1-8 shuriken, enchanted as above Priest / priestess: mace (50%), long sword (25%) or random melee weapon (25%) Ranger: elven dagger (50%), long sword (25%) or random melee weapon (25%) Rogue: short sword (25%), orcish dagger (25%), long sword (25%) or random melee weapon (25%) Samurai: katana (50%), long sword (25%) or random melee weapon (25%) Tourist: long sword (50%) or random melee weapon (50%) Valkyrie: war hammer (50%), long sword (25%) or random melee weapon (25%) Wizard: quarterstaff (37.5%), athame (37.5%), long sword (12.5%) or random melee weapon (12.5%) Astral Plane Player monsters on the Astral Plane are equipped appropriately for the endgame. Their weapon is instead enchanted to between +4 and +8, and has a 50% chance of being upgraded to an artifact eligible for random generation. An athame also has a 50% chance of becoming Magicbane, in which case its enchantment is rerolled to 1-4 (since Magicbane is considered less effective if overenchanted). These player monsters also receive: one or more pieces of armor 0-999 gold pieces either 0-15 (1⁄3 chance) or 0-2 valuable gems either a luckstone (2⁄30 chance), a loadstone (1⁄30 chance), or neither 0-9 random items a cheap plastic imitation of the Amulet of Yendor (which is why they're stuck on the Astral Plane) Player monsters receive the following types of armor, with varying odds for role-specific replacements: 87.5% chance of a random magical cloak, leather cloak, or oilskin cloak Monks always receive a robe. Priests have a 78% chance of getting a robe. Wizards have a 50% chance of forcing a cloak of magic resistance. a random dragon scale mail Barbarians, Knights, Priest(esse)s, and Valkyries have a 50% chance of getting a plate mail, crystal plate mail, bronze plate mail, splint mail, banded mail, mithril-coat, or chain mail instead. Wizards who get a forced cloak of magic resistance will also get either black or silver dragon scale mail instead of a random one. Monks will never receive any type of body armor. 87.5% chance of a random helm Barbarians and Cave(wo)men will never receive a helm of brilliance. Healers and Priest(esse)s have a 75% chance of replacing their helm with a helm of brilliance or helm of telepathy (which amounts to a cumulative 79% chance of either one). Wizards have a 75% chance of replacing their helm with a helm of brilliance (which equals a cumulative 77% chance of receiving one). 87.5% chance of a random non-small shield Wizards will not receive shields, nor will Barbarians who get a two-handed weapon. Healers, Priest(esse)s, and Monks have a 56% chance of not getting a shield. gauntlets of power if wielding a war hammer, 87.5% chance of a random pair of gloves otherwise 87.5% chance of a random pair of boots Each piece of armor has a 2⁄3 chance of being erodeproof, a 1⁄3 of being blessed, and a 2⁄11 chance of being cursed, and its enchantment has a 3⁄5 chance of being +0 to +4, a 3⁄10 chance of being +4 to +7, and a 1⁄10 chance of being -1 to -3, independent of beatitude.[12] Strategy On the Astral Plane, player monsters are a source of YASD, as they may be generated with Vorpal Blade if it has not appeared in a game, which can cause instadeath by beheading. Be very wary of engaging one in melee until you are certain what they are wielding. Extinctionists will have a hard time finding a complete set. The best possibilities are as follows: Perseus' statue is a knight. The quest branch has plenty of player monsters in your own role, though obviously this is best saved for after the quest itself. Various player monster corpses are found in the Valley of the Dead. Stoning and unstoning a doppelganger will make its morph stick. Wish for statues and then cast stone to flesh on them. Variants SLASH'EM In SLASH'EM, there are additional types of player monsters corresponding to the new roles in SLASH'EM. They are: @ ice mage (player monster) @ flame mage (player monster) @ necromancer (player monster) @ undead slayer (player monster) @ yeoman (player monster) Notably, the new "magical" player monsters are capable of spellcasting: ice mages, flame mages, and necromancers can all cast mage spells. As all monsters generated on the Astral Plane are quite high-level, player monsters of those three roles found there will easily be able to cast spells such as summon nasties and touch of death. Surprisingly, none of the "magical" roles from vanilla (e.g. wizards and priests) are given spellcasting attacks in SLASH'EM. Player monsters can be encountered in The Guild of Disgruntled Adventurers if that level is generated. GruntHack In GruntHack, player monsters can generate anywhere in the dungeon, although with a low probability. Player monsters generated in the dungeon have an inventory set based on where they generate, approximating the progress an equal player would have made at that point. For example, below Sokoban, they may get an amulet of reflection or a bag of holding. Later on, player monsters can be quite dangerous as they can be kitted out with several ascension kit-class items such as a cloak of magic resistance or silver dragon scale mail. They will, however, not get any object properties on their armor (but will probably get it on their weapon) beyond random chance. Worse, they usually get these kind of items before players themselves has had a reasonable shot at getting them, so if you see a peaceful one early on, you probably don't want to bother it. Player monsters will not get any special object materials beyond random chance -- you will have to look for your dragonhide cloaks or gauntlets elsewhere. EvilHack Much like GruntHack, player monsters in EvilHack can spawn anywhere in the dungeon, and are kitted out with gear befitting their role. The ascension-level kits are more varied than found in other variants, and player monster abilities more closely match their roles (e.g. wizards and priests can cast spells, rogues can steal items). All player monsters in EvilHack covet the Amulet of Yendor and will attempt to steal it with their attacks; a player monster on the Astral Plane that steals the Amulet will attempt to reach their altar and sacrifice it to their god, ending the game if they succeed. FIQHack In FIQHack, bones which would normally have created ghosts have a 66% probability of replacing the ghost with a player monster instead. These retain all the stats of the late player (HP, Pw, intrinsics, spells, etc.) and retain the inventory without an 80% chance of each item being cursed. These coupled with FIQHack's AI improvements may pose a much bigger threat than bones generally do. In addition, FIQHack random player monster kits has been significantly improved. They retain all of their vanilla items, have a shot at getting intrinsics like fire resistance, cold resistance or protection (like the kind bought from priests). In addition, they will now generally have a unicorn horn, may get several amulets of life saving if lacking reflection, generally have better armor, more HP, a bag, more random items (1d6 offensive/defensive/misc items instead of 1d3 if lategame), rings, and are likely to get object properties on their equipment. They now get an inventory similar to the ones generated in Astral if they generate in Gehennom, making them a valid source of lategame equipment. SpliceHack In SpliceHack, player monsters can be encountered in the Bar. See also Race References ↑ src/mplayer.c in NetHack 3.6.6, line 17 ↑ dat/gehennom.des in NetHack 3.6.6, line 75: Priest and monk corpses are excluded, with the comment implying Moloch has a special fate in store for servants of the other gods ↑ src/sp_lev.c in NetHack 3.6.6, line 1981: The code is very cryptic but fortunately has comments ↑ dat/medusa.des in NetHack 3.6.6, line 56: Statue of Perseus in first version ↑ dat/medusa.des in NetHack 3.6.6, line 155: Statue of Perseus in second version ↑ dat/medusa.des in NetHack 3.6.6, line 273: Statue of Perseus in third version ↑ dat/medusa.des in NetHack 3.6.6, line 373: Statue of Perseus in fourth version ↑ src/mplayer.c in NetHack 3.6.7, line 142 ↑ src/mplayer.c in NetHack 3.6.6, line 120 ↑ src/mplayer.c in NetHack 3.6.6, line 154: Default equipment; weapons are chosen from within the designated object classes inclusively in objects.c, while the color of dragon mail is selected randomly at line 156 ↑ src/mplayer.c in NetHack 3.6.6, line 164: Role-based replacements start here ↑ src/mplayer.c in NetHack 3.6.6, line 96: mk_mplayer_armor 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.
# Talk:Disintegrator Since I don't know how to do wizard mode I sacrificed Cleaver for the sake of science to see if a Disintergrator could dissolve artifacts. They can. They also can eat gloves. I put on a junk ring to test and it did not dissolve after I attacked with bare hands. Can anyone confirm whether or not rings are unaffected by the things? Also every dart i used to attack the disintegrator disappeared. Anyone know if projectiles as a rule dissolve?Ndwolfwood (talk) 10:24, 13 June 2012 (UTC) What variant are these from? It's not mentioned in the article. And yes, it would not surprise at all if these monsters always disintegrated projectiles; not only would that be thematic, but it would also be consistent with the behavior of disenchanters' passive attack, which also affects thrown projectiles. -Ion frigate (talk) 20:34, 13 June 2012 (UTC) I am playing UnNethack and apparently they are from the Biodiversity Patch that UnNethack ported overNdwolfwood (talk) 22:26, 13 June 2012 (UTC) Every time I hit one it gives me the message "Vip!" ie the second dart hits the disintergrator Vip so I think that Vip indicates the dart is dissolved. Ndwolfwood (talk) 22:26, 13 June 2012 (UTC) I was field testing this during the course of a regular game while I was disintergration resistant thank god. As such I didn't catch that you died if you struck one with your bare hand. WOuldn't they make one of the best pets ever if that attack works on monsters? Only a handful of monsters are disintegration resistant and unlike a cockatrice they have relatively high hit points. ALso am I right in believing that they would retain their disintegration ablity unlike a black dragon? It seems like they'd be one of the best charecter in the game what are the cons? I am to late into my game to get a pet in order to try it out this timeNdwolfwood (talk) 22:03, 14 June 2012 (UTC) Provided that the biodiversity patch actually codes monster-monster disintegration melee attacks, it seems like they would be. Actually it seems like taming would be a good way to deal with them in general, whether or not their attacks are useful once tamed - only 20 MR means they won't resist very much. -Ion frigate (talk) 19:13, 15 June 2012 (UTC) I ran into one and tamed it. A tamed disintegrator retains its disintegration attack. Ndwolfwood (talk) 08:50, 16 June 2012 (UTC) variants should get their own headings This article talks about Biodiversity, Unnethack, and Slashem Extended. Each of these have their subtle differences. Can we please separate different games under their own headings? --Tjr (talk) 05:25, 5 July 2014 (UTC)
# 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 17:52, 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 &nbsp;Invert selection &nbsp;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 22 July 2023 &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;20:27&nbsp; Rogue‎‎ (2 changes | history) . . (-21)‎ . . [Umbire the Phantom‎; Coz‎] &nbsp;m&nbsp;&nbsp;&nbsp; 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) &nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 14:16 (cur | prev) . . (+8)‎ . . Coz (talk | contribs) (Added more links to Grayswandir and Stormbringer) 20 July 2023 &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;10:30&nbsp; Rogue‎ (diff | hist) . . (+4)‎ . . Coz (talk | contribs) (Added link to the Master Key of Thievery)
# Domestic animal Contents 1 Pacifying and taming 2 SLASH'EM 3 See also 4 References A domestic animal is one which can be pacified or tamed by throwing food to it. They are:[1] f&nbsp;kitten f&nbsp;housecat f&nbsp;large cat d&nbsp;little dog d&nbsp;dog d&nbsp;large dog u&nbsp;pony u&nbsp;horse u&nbsp;warhorse A shapeshifter in any of these forms can be tamed with the appropriate food, remaining tame even as it changes forms. Pacifying and taming Main article: Diet#Pets Throwing any kind of food — except an egg or cream pie that hits — at a domestic animal will make it peaceful and remove any fear effects, even if it is not something that the animal would normally eat.[2][3][4][5] For example, a dog could be made peaceful by throwing a carrot or a lichen corpse, and a horse could be made peaceful by throwing a food ration or a gnome corpse. Even an empty tin will do. If the food is considered a treat, a suitable corpse, or any other acceptable food, the animal will become tame and will eat the food. An untame domestic animal, in evaluating thrown food, is effectively hungry but not starving.[6][7] Food sufficient for taming a domestic carnivore (any cat or dog): tripe ration meat ring/stick/ball/chunk any safe non-vegan corpse (unsafe corpses include anything acidic, poisonous, tainted, petrifying, or otherwise deadly) egg (excluding deadly chickatrice eggs)—but only if you miss! food/cram/K-/C-ration lembas wafer candy bar pancake lump of royal jelly fortune cookie—it will go unread cream pie—but only if you miss! Food sufficient for taming a domestic herbivore (any horse): any fruit—apple, banana, orange, pear, melon, or slime mold any vegetable—carrot, clove of garlic, kelp frond, eucalyptus leaf, or sprig of wolfsbane any safe vegan corpse (unsafe corpses include anything acidic, poisonous, or tainted) Once the animal is tamed and has become your pet, to promote its continued tameness, health, and good behavior, take care to feed it according to its diet. This is especially important for horses, for whom suitable food can be difficult to obtain. SLASH'EM SLASH'EM adds the following domestic animals:[8] c&nbsp;chicken c&nbsp;cockatoo c&nbsp;parrot d&nbsp;pit bull q&nbsp;lamb q&nbsp;sheep q&nbsp;goat q&nbsp;cow q&nbsp;bull z&nbsp;koala (only tameable with eucalyptus leaves[9] z&nbsp;wombat Also, some animals in SLASH'EM can be tamed or pacified with specific foods; throwing other kinds of comestibles at them has no pacifying effect.[10] Tameable with cheese: r&nbsp;sewer rat r&nbsp;black rat r&nbsp;giant rat r&nbsp;pack rat Tameable with carrots: r&nbsp;rabbit r&nbsp;rabid rabbit Tameable with bananas: all apelike creatures (monsters represented by ​Y) Y&nbsp;monkey Y&nbsp;ape Y&nbsp;owlbear Y&nbsp;yeti Y&nbsp;carnivorous ape Y&nbsp;sasquatch Y zruty See also Cannibalism Pet Pet (SLASH'EM) Diet References ↑ monst.c in NetHack 3.4.3, line 93: Domestic monsters have the M2_DOMESTIC flag, which should not be confused with HI_DOMESTIC, which simply makes monsters white. ↑ dothrow.c in NetHack 3.4.3, line 1383 ↑ mondata.h in NetHack 3.4.3, line 190 ↑ dog.c in NetHack 3.4.3, line 756: "worst case, at least it'll be peaceful" ↑ dogfood in dog.c ↑ dog.c in NetHack 3.4.3, line 808 ↑ dogfood in dog.c ↑ monst.c in SLASH'EM 0.0.7E7F2, line 106 ↑ dog.c in SLASH'EM 0.0.7E7F2, line 734: "Koalas can only eat eucalyptus" ↑ mondata.h in SLASH'EM 0.0.7E7F2, line 239: "[Tom] Dorothy wants more pets..." 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.
# Shapeshifter In NetHack, a shapeshifter or shape changer is a monster that can change form either randomly or at will. Contents 1 List of shape changers 2 Description 2.1 Mimic shapeshifting 3 History 4 References List of shape changers The various types of shapeshifters include: :&nbsp;chameleon @&nbsp;doppelganger &amp;&nbsp;sandestin Werecreatures @ wererat @ werejackal @ werewolf Mimics m Small mimic m Large mimic m Giant mimic Vampires V&nbsp;vampire V&nbsp;vampire lord V&nbsp;Vlad the Impaler Description All other shapeshifters except for mimics will shift between forms under certain circumstances, dependent on the monster in question: Chameleons, doppelgangers and sandestins have a 1⁄6 chance of changing shape every turn, even while asleep (e.g. in a zoo).[1] Polymorphing one yourself with a wand, spell, or potion will change its form as normal, but they will continue shapeshifting at random after. Werecreatures will randomly alternate between their human and animal forms, even while aslee[, and polymorphing a werecreature will cause it to alternate between forms. This includes you if you are given lycanthropy from a werecreature's bite, unless you have unchanging or polymorph control. Vampires are often encountered in the form of a vampire bat, and will typically shift to fog cloud form to cross locked doors and certain other obstacles - vampire lords can shift to wolf form when not in sight of the player. A vampire may revert to their base form when attacking the player; killing a shapeshifted vampire will cause them to revive in their base form. Vlad the Impaler is capable of shapeshifting as well, but will not do so while carrying the Candelabrum of Invocation.[2] Polymorphing a vampire will cause it to alternate between its base form and its bat (and/or wolf) form; if you are in the form of a vampire without polymorph control, you will do the same if you are either polymorphed again or else use the #monster extended command. Examining any of the above monsters with a stethoscope or probing while they are in another form will identify them as shapeshifters. Wearing a ring of protection from shape changers will force them into their normal form; polymorphing any of the above monsters while wearing the ring will permanently change their form and remove their ability to shapeshift. Mimic shapeshifting Mimics are an exception to much of the above, as they will instead take the appearance of various objects and sometimes dungeon features to catch the player off-guard. Interacting with a disguised mimic - by applying a stethoscope to one, attacking one, bumping into one, or throwing an item at one - will cause it to uncloak. As mimics do not take the form of other monsters, polymorphing will affect them normally (including system shock). Protection from shape changers will force mimics into their base form and prevent them from disguising themselves. History Vampire shapeshifting is introduced in NetHack 3.6.0; this resulted in a couple of bugs, both fixed in NetHack 3.6.1: Using genocide on vampires and/or vampire lords would caused currently shapeshifted ones to become unkillable, as they could not return to vampire form properly. This was fixed in commit 757e6f9. Shapeshifters and other monsters that polymorphed into vampires would remain stuck in that form - e.g., shapeshifters would not take on new forms, a polymorph-produced vampire would not shift to bat or fog forms, and so on. This was fixed in commit 885de11 and commit 45ba0ad. References ↑ src/mon.c in NetHack 3.6.7, line 3316 ↑ src/mon.c in NetHack 3.6.7, line 3373
# X Printable ASCII characters ~ ! @ # $ % ^ &amp; * ( ) _ + space ` 1 2 3 4 5 6 7 8 9 0 - = { } | Qq Ww Ee Rr Tt Yy Uu Ii Oo Pp : " [ ] \ Aa Ss Dd Ff Gg Hh Jj Kk Ll ? ; ' Ctrl Zz Xx Cc Vv Bb Nn Mm , . / &lt; &gt; Alt x represents a xan or mythical/fantastic insect. x&nbsp;grid bug x&nbsp;xan X represents a xorn, which is the only member of its monster class. Press x to swap your primary and secondary weapons. Press shift&nbsp;+ x to begin two-weapon combat. Press ctrl&nbsp;+ x to display your base attributes. Engrave the character x to engrave without breaking Illiterate Conduct. X Window System SLASH'EM SLASH'EM introduces new creatures that use the x glyph: x electric bug: x&nbsp;spark bug x&nbsp;arc bug x&nbsp;lightning bug
# File:Athame.png File File history File usageNo higher resolution available. Athame.png ‎(16 × 16 pixels, file size: 201 bytes, MIME type: image/png) A 16x16 vanilla NetHack tile of the object 'athame'. File history Click on a date/time to view the file as it appeared at that time. Date/TimeThumbnailDimensionsUserComment current10:55, 1 August 200616 × 16 (201 bytes)BotFenix (talk | contribs)A 16x16 vanilla NetHack tile of the object 'athame'. Category:16x16 tiles You cannot overwrite this file. File usage The following 19 pages uses this file: Athame Deep Freeze Firewall List of vanilla NetHack tiles Magicbane 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 The Pen of the Void Weapon
# Operating system Wikipedia has an article about: Operating system RogueBasin has a wiki page about: Platform An operating system manages computer hardware, provides services and allocates software resources for computer programs, and acts as intermediary between programs and hardware. A group or "family" of operating systems is sometimes referred to as a platform. This page is a stub. Should you wish to do so, you can contribute by expanding this page.
# File:Shiny ring.png File File history File usageNo higher resolution available. Shiny_ring.png ‎(16 × 16 pixels, file size: 183 bytes, MIME type: image/png) A 16x16 vanilla NetHack tile of the object 'shiny ring'. File history Click on a date/time to view the file as it appeared at that time. Date/TimeThumbnailDimensionsUserComment current12:00, 1 August 200616 × 16 (183 bytes)BotFenix (talk | contribs)A 16x16 vanilla NetHack tile of the object 'shiny ring'. Category:16x16 tiles You cannot overwrite this file. File usage The following 14 pages uses this file: Eating jewelry List of vanilla NetHack tiles NetHack 3.2.0 NetHack 3.2.1 NetHack 3.2.2 NetHack 3.2.3 NetHack 3.3.0 NetHack 3.3.1 NetHack 3.4.0 NetHack 3.4.1 NetHack 3.4.2 NetHack 3.4.3 NetHack 3.6.0 NetHack 3.7.0
# 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 17:55, 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 &nbsp;Invert selection &nbsp;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 &nbsp;m&nbsp;&nbsp;&nbsp;16:09&nbsp; EvilHack‎‎ (3 changes | history) . . (+1,958)‎ . . [K2‎ (3×)] &nbsp;m&nbsp;&nbsp;&nbsp; 16:09 (cur | prev) . . (+1,831)‎ . . K2 (talk | contribs) (→‎Shields: details) &nbsp;m&nbsp;&nbsp;&nbsp; 15:42 (cur | prev) . . (+113)‎ . . K2 (talk | contribs) (→‎Game mechanics: placeholder for new skills) &nbsp;m&nbsp;&nbsp;&nbsp; 15:15 (cur | prev) . . (+14)‎ . . K2 (talk | contribs) (→‎Air: more wording) 23 July 2023 &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;08:36&nbsp; EvilHack‎ (diff | hist) . . (-82)‎ . . Umbire the Phantom (talk | contribs) (pass for word choice and rephrasing) 21 July 2023 &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;14:30&nbsp; EvilHack‎‎ (3 changes | history) . . (+1,487)‎ . . [K2‎ (3×)] &nbsp;m&nbsp;&nbsp;&nbsp; 14:30 (cur | prev) . . (+17)‎ . . K2 (talk | contribs) (→‎Major changes: convicts and thievery) &nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 14:17 (cur | prev) . . (+1,444)‎ . . K2 (talk | contribs) (→‎Game mechanics: open air) &nbsp;m&nbsp;&nbsp;&nbsp; 13:42 (cur | prev) . . (+26)‎ . . K2 (talk | contribs) (→‎Game mechanics: move artifact twoweaponing behavior under 'twoweaponing' section) 18 July 2023 &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;11:08&nbsp; Nonliving‎ (diff | hist) . . (+212)‎ . . Tomsod (talk | contribs) (add effects and class templates) &nbsp;m&nbsp;&nbsp;&nbsp;04:53&nbsp; EvilHack‎ (diff | hist) . . (0)‎ . . K2 (talk | contribs) (build date)
# Talk:Magic resistance This would be a good place for a discussion of the difference between "percentile" magic resistance (which applies only to monsters and protects against charm monster, polymorph wands, cancellation etc. and usually isn't 100%) and "absolute" magic resistance (which is an extrinsic that protects from magic missile, wands of death, polymorph traps, etc. and is all or nothing). --68.110.235.31 21:04, 17 August 2007 (UTC) I would disagree with the description as the "number one extrinsic to get". Reflection is equally important, and probably more important than magic resistance early in the game. --68.227.223.254 21:21, 29 December 2007 (UTC) archons and sceptre Somebody claims "pets do not wield quest artifacts, so Archons cannot be made magic resistant" with the sceptre of might. I see nothing in the code that special-cases quest artifacts. (Except metallivores eating your own quest artifact.) --Tjr 18:24, 12 March 2011 (UTC) I was not able to get an Archon to wield the sceptre in wizard mode; he would pick it up however. Just picking it up seems wrong, as touch_artifact looks like Quest artifacts can only be picked up by covetous monsters and player monsters. Interestly, a tame Caveman would not wield the sceptre but a tame knight would, despite both being lawful. The caveman would wield Magicbane, however. Player monsters seem to be able to ignore the alignment check altogether, which is at least consistent with touch_artifact. -- Qazmlpok 20:42, 12 March 2011 (UTC) Touch_artifact only applies to wielding/wearing, not to monsters picking up stuff. But you're right - only covetous or player monsters can pick up quest artifacts.--Tjr 09:55, 13 March 2011 (UTC)
# Helm of brilliance [&nbsp;   [&nbsp;   [&nbsp;   [&nbsp;helm of brilliance Appearance random Slot helm AC 1 Special intelligence bonuswisdom bonusdoesn't hinderspellcasting Base price 50 zm Weight 50 Material iron The helm of brilliance is a magical helm that appears in NetHack. It is made of iron, and provides 1 AC when worn. 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 helm of brilliance is made of glass and has the fixed appearance "crystal helm". It has a 95% chance to resist breakage, as does crystal plate mail. Contents 1 Effects 2 Strategy 3 Bugs 4 References Effects The helm of brilliance modifies the wearer's Intelligence and Wisdom by its amount of enchantment, in addition to its normal AC bonus. Wearing an enchanted helm of brilliance will auto-identify it, as will enchanting the helm at +0. Even though the helm of brilliance is iron, it does not hinder spellcasting.[1] The Mitre of Holiness, the Priest quest artifact, is an artifact helm of brilliance. Strategy The helm of brilliance is generally useful for spell-casting, as higher intelligence and wisdom stats reduce the failure rate of high-level spells and mitigates the penalties from wearing metallic armor. It is especially beneficial to characters who want to cast high-level spells in spell schools that they are limited in, such as a high level Priest attempting to cast polymorph using the Mitre of Holiness. In addition, wearing an enchanted helm of brilliance will slightly improve energy regeneration and may give you a larger amount of maximum power when leveling up, since both are influenced by wisdom and energy regeneration is also influenced by intelligence. However, for a character with already-low spell failure rates, such as a Wizard, a helm of brilliance will likely not have a noticeable effect. Conversely, a role with incredibly high spell-casting penalties such as a Valkyrie or Barbarian will not notice any significant gains in that regard, and will get far less use out of the helm outside of the possibility of foocubi encounters (and even then, the helm may end up removed mid-interaction). Keep in mind that you can still die of brainlessness if brainsucked by a mind flayer with a helm of brilliance on - brainlessness checks for a base intelligence of 3. Bugs In NetHack 3.4.3, using a cursed scroll of destroy armor on a cursed helm of brilliance or a cursed pair of gauntlets of dexterity reduced the enchantment of the piece of armor without altering the stats - after removing the piece of armor, stats would be permanently increased, and you could even temporarily surpass your racial maximum that way. This became known as the "hobug" because the helm of brilliance is often abbreviated to HoB. References ↑ src/spell.c in NetHack 3.6.6, line 1737
# Mall The Mall is a special level that appears in SLASH'EM and SlashTHEM. It contains many shops and various animals as well as a watch, much like Minetown. Contents 1 Generation 2 Maps 2.1 Variant 1 2.2 Variant 2 3 Messages 4 See also 5 References Generation The Mall has a 3⁄4 chance of being generated, and will be located on level 5 or 6 of the Dungeons of Doom. It consists of a normal room-and-corridor level with four normal rooms and a large shopping-area room. Maps There are two possible maps for the layout of the main shopping area.[1][2] Both versions populate the mall with four watchmen, three watch captains, four muggers, and two sewer rats; the first variant will also have a kitten, while the second will have a little dog. Both maps for the main room have the same chance of generating each type of shop: 100% chance of a general store 20% chance of a tool shop 40% chance of a food shop 20% chance of a scroll shop 30% chance of a potion shop 12% chance of a ring shop 33% chance of a lighting shop 12% chance of a book shop 17% chance of a wand shop 20% chance of a weapon shop 22% chance of an armor shop Variant 1 (+ marks walls where shop doors will spawn and the letters mark shops as listed above.) --------------------------------------------------|................................................||.--------------------.--------..-----.---------.||.|......|......|....|.|......|..+...|.|.......|.||.|.B....|.D....|.F..|.|.G....|..+.I.|.|.J.....|.||.|......|......|....|.|......|..+...|.|.......|.||.|......|......|++++-.-++++++-..-----.|.......|.||.-++++++-++++++-......................-+++++++-.||....................{...........................||.-++++++-++++++-......-++++++++++-..............||.|......|......|-----.|..........|...-+++++++-..||.|.C....|.E....|....+.|.A........|...|.......|..||.|......|......|.H..+.|..........|...|.K.....|..||.|......|......|....+.|..........|...|.......|..||.--------------------.------------...---------..||................................................|-------------------------------------------------- Variant 2 (+ marks walls where shop doors will spawn and the letters mark shops as listed above.) --------------------------------------------------|................................................||.------------...........-----------------------.||.|.....|....|.-------...|......|..............|.||.|.J...|.F..|.|.....|...|.#....|.C............|.||.|.....|....|.|.G...|...|......|..............|.||.|.....|....|.|.....|...|......|++++++++++++++-.||.-+++++-++++-.-+++++-...-++++++-................||......................{.........................||.-++++++-++++++-................-----------.....||.|......|......|..-+++++-++++-..+.........|+++-.||.|.D....|.E....|..|.....|....|..+.A.......|...|.||.|......|......|..|.B...|.H..|..+.........|.I.|.||.|......|......|..|.....|....|..+.........|...|.||.---------------..------------..---------------.||................................................|-------------------------------------------------- Messages You hear the sounds of civilization. You entered the Mall. See also Special level (SLASH'EM) References ↑ SLASH'EM source code, dat/mall-1.des ↑ SLASH'EM source code, dat/mall-2.des
# File:Bullet.png File File history File usageNo higher resolution available. Bullet.png ‎(16 × 16 pixels, file size: 109 bytes, MIME type: image/png) A bullet in SLASH'EM. File history Click on a date/time to view the file as it appeared at that time. Date/TimeThumbnailDimensionsUserComment current23:02, 4 December 201016 × 16 (109 bytes)Ilmari Karonen (talk | contribs)A bullet in SLASH'EM. Category:16x16 tiles Category:SLASH'EM items You cannot overwrite this file. File usage The following 2 pages uses this file: Bullet Firearm