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# NetHack 3.6.3 NetHack Versions Jay Fenlason's Hack HACK for UNIX Hack 1.21 for DOS Hack for PDP-11 PC/IX Hack Andries Brouwer's Hack Hack 1.0 Hack 1.0.1 Hack 1.0.2 Hack 1.0.3 Early NetHack NetHack 1.3d NetHack 1.4f NetHack 2.2a NetHack 2.3e The NetHack 3.0 Series NetHack 3.0.0 NetHack 3.0.1 NetHack 3.0.2 NetHack 3.0.3 NetHack 3.0.4 NetHack 3.0.5 NetHack 3.0.6 NetHack 3.0.7 NetHack 3.0.8 NetHack 3.0.9 NetHack 3.0.10 The NetHack 3.1 Series NetHack 3.1.0 NetHack 3.1.1 NetHack 3.1.2 NetHack 3.1.3 The NetHack 3.2 Series NetHack 3.2.0 NetHack 3.2.1 NetHack 3.2.2 NetHack 3.2.3 The NetHack 3.3 Series NetHack 3.3.0 NetHack 3.3.1 The NetHack 3.4 Series NetHack 3.4.0 NetHack 3.4.1 NetHack 3.4.2 NetHack 3.4.3 The NetHack 3.6 Series NetHack 3.6.0 NetHack 3.6.1 NetHack 3.6.2 NetHack 3.6.3 NetHack 3.6.4 NetHack 3.6.5 NetHack 3.6.6 NetHack 3.6.7 NetHack 3.6.3 is the 33rd public release of NetHack. It was released on December 5th 2019. It primarily contains bugfixes. Availability Nethack 3.6.3 is available from the official NetHack website. The DevTeam has also put an official "NetHack 3.6" app on the Windows Store. Online play Nethack 3.6.3 is playable on both NAO and Hardfought. Significant changes Changes to directory paths for Windows users Player can no longer leash unsolid monsters and monsters with no extremities. Flying monsters are no longer generated on the Plane of Water, where they would instantly drown. The Riders cannot swap places with a monster located at a spot where corpses can't be created. Non-flying steeds on the Plane of Water no longer drown when a water bubble moves the player. Prevents a crash when player puts on levitation boots while standing on a sink. Running stops when moving over engravings, so you can tell where they are. Yellow dragons don't have green breath. When players injure themselves kicking an altar, the relevant god's wrath is no longer ignored.
# Source:NetHack 3.6.1/src/mklev.c Below is the full text of mklev.c from the source code of NetHack 3.6.1. To link to a particular line, write [[Source:NetHack 3.6.1/src/mklev.c#line123]], for example. Contents 1 Top of file 2 do_comp 3 finddpos 4 sort_rooms 5 do_room_or_subroom 6 add_room 7 add_subroom 8 makerooms 9 join 10 makecorridors 11 add_door 12 dosdoor 13 place_niche 14 makeniche 15 make_niches 16 makevtele 17 clear_level_structures 18 makelevel 19 mineralize 20 mklev 21 topologize 22 find_branch_room 23 pos_to_room 24 place_branch 25 bydoor 26 okdoor 27 dodoor 28 occupied 29 mktrap 30 mkstairs 31 mkfount 32 mksink 33 mkaltar 34 mkgrave 35 mkinvokearea 36 mkinvpos 37 mk_knox_portal Top of file &nbsp;/* NetHack 3.6 mklev.c $NHDT-Date: 1511681724 2017/11/26 07:35:24 $ $NHDT-Branch: NetHack-3.6.0 $:$NHDT-Revision: 1.47 $ */ &nbsp;/* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */ &nbsp;/*-Copyright (c) Alex Smith, 2017. */ &nbsp;/* NetHack may be freely redistributed. See license for details. */ The NetHack General Public License applies to screenshots, source code and other content from NetHack. This content was modified from the original NetHack source code distribution (by splitting up NetHack content between wiki pages, and possibly further editing). See the page history for a list of who changed it, and on what dates. &nbsp; &nbsp;#include "hack.h" &nbsp; &nbsp;/* for UNIX, Rand #def'd to (long)lrand48() or (long)random() */ &nbsp;/* croom-&gt;lx etc are schar (width &lt;= int), so % arith ensures that */ &nbsp;/* conversion of result to int is reasonable */ &nbsp; &nbsp;STATIC_DCL void FDECL(mkfount, (int, struct mkroom *)); &nbsp;STATIC_DCL void FDECL(mksink, (struct mkroom *)); &nbsp;STATIC_DCL void FDECL(mkaltar, (struct mkroom *)); &nbsp;STATIC_DCL void FDECL(mkgrave, (struct mkroom *)); &nbsp;STATIC_DCL void NDECL(makevtele); &nbsp;STATIC_DCL void NDECL(clear_level_structures); &nbsp;STATIC_DCL void NDECL(makelevel); &nbsp;STATIC_DCL boolean FDECL(bydoor, (XCHAR_P, XCHAR_P)); &nbsp;STATIC_DCL struct mkroom *FDECL(find_branch_room, (coord *)); &nbsp;STATIC_DCL struct mkroom *FDECL(pos_to_room, (XCHAR_P, XCHAR_P)); &nbsp;STATIC_DCL boolean FDECL(place_niche, (struct mkroom *, int *, int *, int *)); &nbsp;STATIC_DCL void FDECL(makeniche, (int)); &nbsp;STATIC_DCL void NDECL(make_niches); &nbsp;STATIC_PTR int FDECL(CFDECLSPEC do_comp, (const genericptr, &nbsp; const genericptr)); &nbsp;STATIC_DCL void FDECL(dosdoor, (XCHAR_P, XCHAR_P, struct mkroom *, int)); &nbsp;STATIC_DCL void FDECL(join, (int, int, BOOLEAN_P)); &nbsp;STATIC_DCL void FDECL(do_room_or_subroom, (struct mkroom *, int, int, &nbsp; int, int, BOOLEAN_P, &nbsp; SCHAR_P, BOOLEAN_P, BOOLEAN_P)); &nbsp;STATIC_DCL void NDECL(makerooms); &nbsp;STATIC_DCL void FDECL(finddpos, (coord *, XCHAR_P, XCHAR_P, &nbsp; XCHAR_P, XCHAR_P)); &nbsp;STATIC_DCL void FDECL(mkinvpos, (XCHAR_P, XCHAR_P, int)); &nbsp;STATIC_DCL void FDECL(mk_knox_portal, (XCHAR_P, XCHAR_P)); &nbsp; &nbsp;#define create_vault() create_room(-1, -1, 2, 2, -1, -1, VAULT, TRUE) &nbsp;#define init_vault() vault_x = -1 &nbsp;#define do_vault() (vault_x != -1) &nbsp;static xchar vault_x, vault_y; &nbsp;static boolean made_branch; /* used only during level creation */ &nbsp; &nbsp;/* Args must be (const genericptr) so that qsort will always be happy. */ &nbsp; do_comp &nbsp;STATIC_PTR int CFDECLSPEC &nbsp;do_comp(vx, vy) &nbsp;const genericptr vx; &nbsp;const genericptr vy; &nbsp;{ &nbsp;#ifdef LINT &nbsp; /* lint complains about possible pointer alignment problems, but we know &nbsp; that vx and vy are always properly aligned. Hence, the following &nbsp; bogus definition: &nbsp; */ &nbsp; return (vx == vy) ? 0 : -1; &nbsp;#else &nbsp; register const struct mkroom *x, *y; &nbsp; &nbsp; x = (const struct mkroom *) vx; &nbsp; y = (const struct mkroom *) vy; &nbsp; if (x-&gt;lx &lt; y-&gt;lx) &nbsp; return -1; &nbsp; return (x-&gt;lx &gt; y-&gt;lx); &nbsp;#endif /* LINT */ &nbsp;} &nbsp; finddpos &nbsp;STATIC_OVL void &nbsp;finddpos(cc, xl, yl, xh, yh) &nbsp;coord *cc; &nbsp;xchar xl, yl, xh, yh; &nbsp;{ &nbsp; register xchar x, y; &nbsp; &nbsp; x = rn1(xh - xl + 1, xl); &nbsp; y = rn1(yh - yl + 1, yl); &nbsp; if (okdoor(x, y)) &nbsp; goto gotit; &nbsp; &nbsp; for (x = xl; x &lt;= xh; x++) &nbsp; for (y = yl; y &lt;= yh; y++) &nbsp; if (okdoor(x, y)) &nbsp; goto gotit; &nbsp; &nbsp; for (x = xl; x &lt;= xh; x++) &nbsp; for (y = yl; y &lt;= yh; y++) &nbsp; if (IS_DOOR(levl[x][y].typ) || levl[x][y].typ == SDOOR) &nbsp; goto gotit; &nbsp; /* cannot find something reasonable -- strange */ &nbsp; x = xl; &nbsp; y = yh; &nbsp;gotit: &nbsp; cc-&gt;x = x; &nbsp; cc-&gt;y = y; &nbsp; return; &nbsp;} &nbsp; sort_rooms &nbsp;void &nbsp;sort_rooms() &nbsp;{ &nbsp;#if defined(SYSV) || defined(DGUX) &nbsp; qsort((genericptr_t) rooms, (unsigned) nroom, sizeof(struct mkroom), &nbsp; do_comp); &nbsp;#else &nbsp; qsort((genericptr_t) rooms, nroom, sizeof(struct mkroom), do_comp); &nbsp;#endif &nbsp;} &nbsp; do_room_or_subroom &nbsp;STATIC_OVL void &nbsp;do_room_or_subroom(croom, lowx, lowy, hix, hiy, lit, rtype, special, is_room) &nbsp;register struct mkroom *croom; &nbsp;int lowx, lowy; &nbsp;register int hix, hiy; &nbsp;boolean lit; &nbsp;schar rtype; &nbsp;boolean special; &nbsp;boolean is_room; &nbsp;{ &nbsp; register int x, y; &nbsp; struct rm *lev; &nbsp; &nbsp; /* locations might bump level edges in wall-less rooms */ &nbsp; /* add/subtract 1 to allow for edge locations */ &nbsp; if (!lowx) &nbsp; lowx++; &nbsp; if (!lowy) &nbsp; lowy++; &nbsp; if (hix &gt;= COLNO - 1) &nbsp; hix = COLNO - 2; &nbsp; if (hiy &gt;= ROWNO - 1) &nbsp; hiy = ROWNO - 2; &nbsp; &nbsp; if (lit) { &nbsp; for (x = lowx - 1; x &lt;= hix + 1; x++) { &nbsp; lev = &amp;levl[x][max(lowy - 1, 0)]; &nbsp; for (y = lowy - 1; y &lt;= hiy + 1; y++) &nbsp; lev++-&gt;lit = 1; &nbsp; } &nbsp; croom-&gt;rlit = 1; &nbsp; } else &nbsp; croom-&gt;rlit = 0; &nbsp; &nbsp; croom-&gt;lx = lowx; &nbsp; croom-&gt;hx = hix; &nbsp; croom-&gt;ly = lowy; &nbsp; croom-&gt;hy = hiy; &nbsp; croom-&gt;rtype = rtype; &nbsp; croom-&gt;doorct = 0; &nbsp; /* if we're not making a vault, doorindex will still be 0 &nbsp; * if we are, we'll have problems adding niches to the previous room &nbsp; * unless fdoor is at least doorindex &nbsp; */ &nbsp; croom-&gt;fdoor = doorindex; &nbsp; croom-&gt;irregular = FALSE; &nbsp; &nbsp; croom-&gt;nsubrooms = 0; &nbsp; croom-&gt;sbrooms[0] = (struct mkroom *) 0; &nbsp; if (!special) { &nbsp; for (x = lowx - 1; x &lt;= hix + 1; x++) &nbsp; for (y = lowy - 1; y &lt;= hiy + 1; y += (hiy - lowy + 2)) { &nbsp; levl[x][y].typ = HWALL; &nbsp; levl[x][y].horizontal = 1; /* For open/secret doors. */ &nbsp; } &nbsp; for (x = lowx - 1; x &lt;= hix + 1; x += (hix - lowx + 2)) &nbsp; for (y = lowy; y &lt;= hiy; y++) { &nbsp; levl[x][y].typ = VWALL; &nbsp; levl[x][y].horizontal = 0; /* For open/secret doors. */ &nbsp; } &nbsp; for (x = lowx; x &lt;= hix; x++) { &nbsp; lev = &amp;levl[x][lowy]; &nbsp; for (y = lowy; y &lt;= hiy; y++) &nbsp; lev++-&gt;typ = ROOM; &nbsp; } &nbsp; if (is_room) { &nbsp; levl[lowx - 1][lowy - 1].typ = TLCORNER; &nbsp; levl[hix + 1][lowy - 1].typ = TRCORNER; &nbsp; levl[lowx - 1][hiy + 1].typ = BLCORNER; &nbsp; levl[hix + 1][hiy + 1].typ = BRCORNER; &nbsp; } else { /* a subroom */ &nbsp; wallification(lowx - 1, lowy - 1, hix + 1, hiy + 1); &nbsp; } &nbsp; } &nbsp;} &nbsp; add_room &nbsp;void &nbsp;add_room(lowx, lowy, hix, hiy, lit, rtype, special) &nbsp;int lowx, lowy, hix, hiy; &nbsp;boolean lit; &nbsp;schar rtype; &nbsp;boolean special; &nbsp;{ &nbsp; register struct mkroom *croom; &nbsp; &nbsp; croom = &amp;rooms[nroom]; &nbsp; do_room_or_subroom(croom, lowx, lowy, hix, hiy, lit, rtype, special, &nbsp; (boolean) TRUE); &nbsp; croom++; &nbsp; croom-&gt;hx = -1; &nbsp; nroom++; &nbsp;} &nbsp; add_subroom &nbsp;void &nbsp;add_subroom(proom, lowx, lowy, hix, hiy, lit, rtype, special) &nbsp;struct mkroom *proom; &nbsp;int lowx, lowy, hix, hiy; &nbsp;boolean lit; &nbsp;schar rtype; &nbsp;boolean special; &nbsp;{ &nbsp; register struct mkroom *croom; &nbsp; &nbsp; croom = &amp;subrooms[nsubroom]; &nbsp; do_room_or_subroom(croom, lowx, lowy, hix, hiy, lit, rtype, special, &nbsp; (boolean) FALSE); &nbsp; proom-&gt;sbrooms[proom-&gt;nsubrooms++] = croom; &nbsp; croom++; &nbsp; croom-&gt;hx = -1; &nbsp; nsubroom++; &nbsp;} &nbsp; makerooms &nbsp;STATIC_OVL void &nbsp;makerooms() &nbsp;{ &nbsp; boolean tried_vault = FALSE; &nbsp; &nbsp; /* make rooms until satisfied */ &nbsp; /* rnd_rect() will returns 0 if no more rects are available... */ &nbsp; while (nroom &lt; MAXNROFROOMS &amp;&amp; rnd_rect()) { &nbsp; if (nroom &gt;= (MAXNROFROOMS / 6) &amp;&amp; rn2(2) &amp;&amp; !tried_vault) { &nbsp; tried_vault = TRUE; &nbsp; if (create_vault()) { &nbsp; vault_x = rooms[nroom].lx; &nbsp; vault_y = rooms[nroom].ly; &nbsp; rooms[nroom].hx = -1; &nbsp; } &nbsp; } else if (!create_room(-1, -1, -1, -1, -1, -1, OROOM, -1)) &nbsp; return; &nbsp; } &nbsp; return; &nbsp;} &nbsp; join &nbsp;STATIC_OVL void &nbsp;join(a, b, nxcor) &nbsp;register int a, b; &nbsp;boolean nxcor; &nbsp;{ &nbsp; coord cc, tt, org, dest; &nbsp; register xchar tx, ty, xx, yy; &nbsp; register struct mkroom *croom, *troom; &nbsp; register int dx, dy; &nbsp; &nbsp; croom = &amp;rooms[a]; &nbsp; troom = &amp;rooms[b]; &nbsp; &nbsp; /* find positions cc and tt for doors in croom and troom &nbsp; and direction for a corridor between them */ &nbsp; &nbsp; if (troom-&gt;hx &lt; 0 || croom-&gt;hx &lt; 0 || doorindex &gt;= DOORMAX) &nbsp; return; &nbsp; if (troom-&gt;lx &gt; croom-&gt;hx) { &nbsp; dx = 1; &nbsp; dy = 0; &nbsp; xx = croom-&gt;hx + 1; &nbsp; tx = troom-&gt;lx - 1; &nbsp; finddpos(&amp;cc, xx, croom-&gt;ly, xx, croom-&gt;hy); &nbsp; finddpos(&amp;tt, tx, troom-&gt;ly, tx, troom-&gt;hy); &nbsp; } else if (troom-&gt;hy &lt; croom-&gt;ly) { &nbsp; dy = -1; &nbsp; dx = 0; &nbsp; yy = croom-&gt;ly - 1; &nbsp; finddpos(&amp;cc, croom-&gt;lx, yy, croom-&gt;hx, yy); &nbsp; ty = troom-&gt;hy + 1; &nbsp; finddpos(&amp;tt, troom-&gt;lx, ty, troom-&gt;hx, ty); &nbsp; } else if (troom-&gt;hx &lt; croom-&gt;lx) { &nbsp; dx = -1; &nbsp; dy = 0; &nbsp; xx = croom-&gt;lx - 1; &nbsp; tx = troom-&gt;hx + 1; &nbsp; finddpos(&amp;cc, xx, croom-&gt;ly, xx, croom-&gt;hy); &nbsp; finddpos(&amp;tt, tx, troom-&gt;ly, tx, troom-&gt;hy); &nbsp; } else { &nbsp; dy = 1; &nbsp; dx = 0; &nbsp; yy = croom-&gt;hy + 1; &nbsp; ty = troom-&gt;ly - 1; &nbsp; finddpos(&amp;cc, croom-&gt;lx, yy, croom-&gt;hx, yy); &nbsp; finddpos(&amp;tt, troom-&gt;lx, ty, troom-&gt;hx, ty); &nbsp; } &nbsp; xx = cc.x; &nbsp; yy = cc.y; &nbsp; tx = tt.x - dx; &nbsp; ty = tt.y - dy; &nbsp; if (nxcor &amp;&amp; levl[xx + dx][yy + dy].typ) &nbsp; return; &nbsp; if (okdoor(xx, yy) || !nxcor) &nbsp; dodoor(xx, yy, croom); &nbsp; &nbsp; org.x = xx + dx; &nbsp; org.y = yy + dy; &nbsp; dest.x = tx; &nbsp; dest.y = ty; &nbsp; &nbsp; if (!dig_corridor(&amp;org, &amp;dest, nxcor, level.flags.arboreal ? ROOM : CORR, &nbsp; STONE)) &nbsp; return; &nbsp; &nbsp; /* we succeeded in digging the corridor */ &nbsp; if (okdoor(tt.x, tt.y) || !nxcor) &nbsp; dodoor(tt.x, tt.y, troom); &nbsp; &nbsp; if (smeq[a] &lt; smeq[b]) &nbsp; smeq[b] = smeq[a]; &nbsp; else &nbsp; smeq[a] = smeq[b]; &nbsp;} &nbsp; makecorridors &nbsp;void &nbsp;makecorridors() &nbsp;{ &nbsp; int a, b, i; &nbsp; boolean any = TRUE; &nbsp; &nbsp; for (a = 0; a &lt; nroom - 1; a++) { &nbsp; join(a, a + 1, FALSE); &nbsp; if (!rn2(50)) &nbsp; break; /* allow some randomness */ &nbsp; } &nbsp; for (a = 0; a &lt; nroom - 2; a++) &nbsp; if (smeq[a] != smeq[a + 2]) &nbsp; join(a, a + 2, FALSE); &nbsp; for (a = 0; any &amp;&amp; a &lt; nroom; a++) { &nbsp; any = FALSE; &nbsp; for (b = 0; b &lt; nroom; b++) &nbsp; if (smeq[a] != smeq[b]) { &nbsp; join(a, b, FALSE); &nbsp; any = TRUE; &nbsp; } &nbsp; } &nbsp; if (nroom &gt; 2) &nbsp; for (i = rn2(nroom) + 4; i; i--) { &nbsp; a = rn2(nroom); &nbsp; b = rn2(nroom - 2); &nbsp; if (b &gt;= a) &nbsp; b += 2; &nbsp; join(a, b, TRUE); &nbsp; } &nbsp;} &nbsp; add_door &nbsp;void &nbsp;add_door(x, y, aroom) &nbsp;register int x, y; &nbsp;register struct mkroom *aroom; &nbsp;{ &nbsp; register struct mkroom *broom; &nbsp; register int tmp; &nbsp; int i; &nbsp; &nbsp; if (aroom-&gt;doorct == 0) &nbsp; aroom-&gt;fdoor = doorindex; &nbsp; &nbsp; aroom-&gt;doorct++; &nbsp; &nbsp; for (tmp = doorindex; tmp &gt; aroom-&gt;fdoor; tmp--) &nbsp; doors[tmp] = doors[tmp - 1]; &nbsp; &nbsp; for (i = 0; i &lt; nroom; i++) { &nbsp; broom = &amp;rooms[i]; &nbsp; if (broom != aroom &amp;&amp; broom-&gt;doorct &amp;&amp; broom-&gt;fdoor &gt;= aroom-&gt;fdoor) &nbsp; broom-&gt;fdoor++; &nbsp; } &nbsp; for (i = 0; i &lt; nsubroom; i++) { &nbsp; broom = &amp;subrooms[i]; &nbsp; if (broom != aroom &amp;&amp; broom-&gt;doorct &amp;&amp; broom-&gt;fdoor &gt;= aroom-&gt;fdoor) &nbsp; broom-&gt;fdoor++; &nbsp; } &nbsp; &nbsp; doorindex++; &nbsp; doors[aroom-&gt;fdoor].x = x; &nbsp; doors[aroom-&gt;fdoor].y = y; &nbsp;} &nbsp; dosdoor &nbsp;STATIC_OVL void &nbsp;dosdoor(x, y, aroom, type) &nbsp;register xchar x, y; &nbsp;struct mkroom *aroom; &nbsp;int type; &nbsp;{ &nbsp; boolean shdoor = *in_rooms(x, y, SHOPBASE) ? TRUE : FALSE; &nbsp; &nbsp; if (!IS_WALL(levl[x][y].typ)) /* avoid SDOORs on already made doors */ &nbsp; type = DOOR; &nbsp; levl[x][y].typ = type; &nbsp; if (type == DOOR) { &nbsp; if (!rn2(3)) { /* is it a locked door, closed, or a doorway? */ &nbsp; if (!rn2(5)) &nbsp; levl[x][y].doormask = D_ISOPEN; &nbsp; else if (!rn2(6)) &nbsp; levl[x][y].doormask = D_LOCKED; &nbsp; else &nbsp; levl[x][y].doormask = D_CLOSED; &nbsp; &nbsp; if (levl[x][y].doormask != D_ISOPEN &amp;&amp; !shdoor &nbsp; &amp;&amp; level_difficulty() &gt;= 5 &amp;&amp; !rn2(25)) &nbsp; levl[x][y].doormask |= D_TRAPPED; &nbsp; } else { &nbsp;#ifdef STUPID &nbsp; if (shdoor) &nbsp; levl[x][y].doormask = D_ISOPEN; &nbsp; else &nbsp; levl[x][y].doormask = D_NODOOR; &nbsp;#else &nbsp; levl[x][y].doormask = (shdoor ? D_ISOPEN : D_NODOOR); &nbsp;#endif &nbsp; } &nbsp; &nbsp; /* also done in roguecorr(); doing it here first prevents &nbsp; making mimics in place of trapped doors on rogue level */ &nbsp; if (Is_rogue_level(&amp;u.uz)) &nbsp; levl[x][y].doormask = D_NODOOR; &nbsp; &nbsp; if (levl[x][y].doormask &amp; D_TRAPPED) { &nbsp; struct monst *mtmp; &nbsp; &nbsp; if (level_difficulty() &gt;= 9 &amp;&amp; !rn2(5) &nbsp; &amp;&amp; !((mvitals[PM_SMALL_MIMIC].mvflags &amp; G_GONE) &nbsp; &amp;&amp; (mvitals[PM_LARGE_MIMIC].mvflags &amp; G_GONE) &nbsp; &amp;&amp; (mvitals[PM_GIANT_MIMIC].mvflags &amp; G_GONE))) { &nbsp; /* make a mimic instead */ &nbsp; levl[x][y].doormask = D_NODOOR; &nbsp; mtmp = makemon(mkclass(S_MIMIC, 0), x, y, NO_MM_FLAGS); &nbsp; if (mtmp) &nbsp; set_mimic_sym(mtmp); &nbsp; } &nbsp; } &nbsp; /* newsym(x,y); */ &nbsp; } else { /* SDOOR */ &nbsp; if (shdoor || !rn2(5)) &nbsp; levl[x][y].doormask = D_LOCKED; &nbsp; else &nbsp; levl[x][y].doormask = D_CLOSED; &nbsp; &nbsp; if (!shdoor &amp;&amp; level_difficulty() &gt;= 4 &amp;&amp; !rn2(20)) &nbsp; levl[x][y].doormask |= D_TRAPPED; &nbsp; } &nbsp; &nbsp; add_door(x, y, aroom); &nbsp;} &nbsp; place_niche &nbsp;STATIC_OVL boolean &nbsp;place_niche(aroom, dy, xx, yy) &nbsp;register struct mkroom *aroom; &nbsp;int *dy, *xx, *yy; &nbsp;{ &nbsp; coord dd; &nbsp; &nbsp; if (rn2(2)) { &nbsp; *dy = 1; &nbsp; finddpos(β…†, aroom-&gt;lx, aroom-&gt;hy + 1, aroom-&gt;hx, aroom-&gt;hy + 1); &nbsp; } else { &nbsp; *dy = -1; &nbsp; finddpos(β…†, aroom-&gt;lx, aroom-&gt;ly - 1, aroom-&gt;hx, aroom-&gt;ly - 1); &nbsp; } &nbsp; *xx = dd.x; &nbsp; *yy = dd.y; &nbsp; return (boolean) ((isok(*xx, *yy + *dy) &nbsp; &amp;&amp; levl[*xx][*yy + *dy].typ == STONE) &nbsp; &amp;&amp; (isok(*xx, *yy - *dy) &nbsp; &amp;&amp; !IS_POOL(levl[*xx][*yy - *dy].typ) &nbsp; &amp;&amp; !IS_FURNITURE(levl[*xx][*yy - *dy].typ))); &nbsp;} &nbsp; &nbsp;/* there should be one of these per trap, in the same order as trap.h */ &nbsp;static NEARDATA const char *trap_engravings[TRAPNUM] = { &nbsp; (char *) 0, (char *) 0, (char *) 0, (char *) 0, (char *) 0, &nbsp; (char *) 0, (char *) 0, (char *) 0, (char *) 0, (char *) 0, &nbsp; (char *) 0, (char *) 0, (char *) 0, (char *) 0, &nbsp; /* 14..16: trap door, teleport, level-teleport */ &nbsp; "Vlad was here", "ad aerarium", "ad aerarium", (char *) 0, (char *) 0, &nbsp; (char *) 0, (char *) 0, (char *) 0, (char *) 0, (char *) 0, &nbsp;}; &nbsp; makeniche &nbsp;STATIC_OVL void &nbsp;makeniche(trap_type) &nbsp;int trap_type; &nbsp;{ &nbsp; register struct mkroom *aroom; &nbsp; struct rm *rm; &nbsp; int vct = 8; &nbsp; int dy, xx, yy; &nbsp; struct trap *ttmp; &nbsp; &nbsp; if (doorindex &lt; DOORMAX) { &nbsp; while (vct--) { &nbsp; aroom = &amp;rooms[rn2(nroom)]; &nbsp; if (aroom-&gt;rtype != OROOM) &nbsp; continue; /* not an ordinary room */ &nbsp; if (aroom-&gt;doorct == 1 &amp;&amp; rn2(5)) &nbsp; continue; &nbsp; if (!place_niche(aroom, &amp;dy, &amp;xx, &amp;yy)) &nbsp; continue; &nbsp; &nbsp; rm = &amp;levl[xx][yy + dy]; &nbsp; if (trap_type || !rn2(4)) { &nbsp; rm-&gt;typ = SCORR; &nbsp; if (trap_type) { &nbsp; if ((trap_type == HOLE || trap_type == TRAPDOOR) &nbsp; &amp;&amp; !Can_fall_thru(&amp;u.uz)) &nbsp; trap_type = ROCKTRAP; &nbsp; ttmp = maketrap(xx, yy + dy, trap_type); &nbsp; if (ttmp) { &nbsp; if (trap_type != ROCKTRAP) &nbsp; ttmp-&gt;once = 1; &nbsp; if (trap_engravings[trap_type]) { &nbsp; make_engr_at(xx, yy - dy, &nbsp; trap_engravings[trap_type], 0L, &nbsp; DUST); &nbsp; wipe_engr_at(xx, yy - dy, 5, &nbsp; FALSE); /* age it a little */ &nbsp; } &nbsp; } &nbsp; } &nbsp; dosdoor(xx, yy, aroom, SDOOR); &nbsp; } else { &nbsp; rm-&gt;typ = CORR; &nbsp; if (rn2(7)) &nbsp; dosdoor(xx, yy, aroom, rn2(5) ? SDOOR : DOOR); &nbsp; else { &nbsp; /* inaccessible niches occasionally have iron bars */ &nbsp; if (!rn2(5) &amp;&amp; IS_WALL(levl[xx][yy].typ)) { &nbsp; levl[xx][yy].typ = IRONBARS; &nbsp; if (rn2(3)) &nbsp; (void) mkcorpstat(CORPSE, (struct monst *) 0, &nbsp; mkclass(S_HUMAN, 0), xx, &nbsp; yy + dy, TRUE); &nbsp; } &nbsp; if (!level.flags.noteleport) &nbsp; (void) mksobj_at(SCR_TELEPORTATION, xx, yy + dy, TRUE, &nbsp; FALSE); &nbsp; if (!rn2(3)) &nbsp; (void) mkobj_at(0, xx, yy + dy, TRUE); &nbsp; } &nbsp; } &nbsp; return; &nbsp; } &nbsp; } &nbsp;} &nbsp; make_niches &nbsp;STATIC_OVL void &nbsp;make_niches() &nbsp;{ &nbsp; int ct = rnd((nroom &gt;&gt; 1) + 1), dep = depth(&amp;u.uz); &nbsp; boolean ltptr = (!level.flags.noteleport &amp;&amp; dep &gt; 15), &nbsp; vamp = (dep &gt; 5 &amp;&amp; dep &lt; 25); &nbsp; &nbsp; while (ct--) { &nbsp; if (ltptr &amp;&amp; !rn2(6)) { &nbsp; ltptr = FALSE; &nbsp; makeniche(LEVEL_TELEP); &nbsp; } else if (vamp &amp;&amp; !rn2(6)) { &nbsp; vamp = FALSE; &nbsp; makeniche(TRAPDOOR); &nbsp; } else &nbsp; makeniche(NO_TRAP); &nbsp; } &nbsp;} &nbsp; makevtele &nbsp;STATIC_OVL void &nbsp;makevtele() &nbsp;{ &nbsp; makeniche(TELEP_TRAP); &nbsp;} &nbsp; clear_level_structures &nbsp;/* clear out various globals that keep information on the current level. &nbsp; * some of this is only necessary for some types of levels (maze, normal, &nbsp; * special) but it's easier to put it all in one place than make sure &nbsp; * each type initializes what it needs to separately. &nbsp; */ &nbsp;STATIC_OVL void &nbsp;clear_level_structures() &nbsp;{ &nbsp; static struct rm zerorm = { cmap_to_glyph(S_stone), &nbsp; 0, 0, 0, 0, 0, 0, 0, 0, 0 }; &nbsp; register int x, y; &nbsp; register struct rm *lev; &nbsp; &nbsp; for (x = 0; x &lt; COLNO; x++) { &nbsp; lev = &amp;levl[x][0]; &nbsp; for (y = 0; y &lt; ROWNO; y++) { &nbsp; *lev++ = zerorm; &nbsp; /* &nbsp; * These used to be '#if MICROPORT_BUG', &nbsp; * with use of memset(0) for '#if !MICROPORT_BUG' below, &nbsp; * but memset is not appropriate for initializing pointers, &nbsp; * so do these level.objects[][] and level.monsters[][] &nbsp; * initializations unconditionally. &nbsp; */ &nbsp; level.objects[x][y] = (struct obj *) 0; &nbsp; level.monsters[x][y] = (struct monst *) 0; &nbsp; } &nbsp; } &nbsp; level.objlist = (struct obj *) 0; &nbsp; level.buriedobjlist = (struct obj *) 0; &nbsp; level.monlist = (struct monst *) 0; &nbsp; level.damagelist = (struct damage *) 0; &nbsp; level.bonesinfo = (struct cemetery *) 0; &nbsp; &nbsp; level.flags.nfountains = 0; &nbsp; level.flags.nsinks = 0; &nbsp; level.flags.has_shop = 0; &nbsp; level.flags.has_vault = 0; &nbsp; level.flags.has_zoo = 0; &nbsp; level.flags.has_court = 0; &nbsp; level.flags.has_morgue = level.flags.graveyard = 0; &nbsp; level.flags.has_beehive = 0; &nbsp; level.flags.has_barracks = 0; &nbsp; level.flags.has_temple = 0; &nbsp; level.flags.has_swamp = 0; &nbsp; level.flags.noteleport = 0; &nbsp; level.flags.hardfloor = 0; &nbsp; level.flags.nommap = 0; &nbsp; level.flags.hero_memory = 1; &nbsp; level.flags.shortsighted = 0; &nbsp; level.flags.sokoban_rules = 0; &nbsp; level.flags.is_maze_lev = 0; &nbsp; level.flags.is_cavernous_lev = 0; &nbsp; level.flags.arboreal = 0; &nbsp; level.flags.wizard_bones = 0; &nbsp; level.flags.corrmaze = 0; &nbsp; &nbsp; nroom = 0; &nbsp; rooms[0].hx = -1; &nbsp; nsubroom = 0; &nbsp; subrooms[0].hx = -1; &nbsp; doorindex = 0; &nbsp; init_rect(); &nbsp; init_vault(); &nbsp; xdnstair = ydnstair = xupstair = yupstair = 0; &nbsp; sstairs.sx = sstairs.sy = 0; &nbsp; xdnladder = ydnladder = xupladder = yupladder = 0; &nbsp; made_branch = FALSE; &nbsp; clear_regions(); &nbsp;} &nbsp; makelevel &nbsp;STATIC_OVL void &nbsp;makelevel() &nbsp;{ &nbsp; register struct mkroom *croom, *troom; &nbsp; register int tryct; &nbsp; register int x, y; &nbsp; struct monst *tmonst; /* always put a web with a spider */ &nbsp; branch *branchp; &nbsp; int room_threshold; &nbsp; &nbsp; if (wiz1_level.dlevel == 0) &nbsp; init_dungeons(); &nbsp; oinit(); /* assign level dependent obj probabilities */ &nbsp; clear_level_structures(); &nbsp; &nbsp; { &nbsp; register s_level *slev = Is_special(&amp;u.uz); &nbsp; &nbsp; /* check for special levels */ &nbsp; if (slev &amp;&amp; !Is_rogue_level(&amp;u.uz)) { &nbsp; makemaz(slev-&gt;proto); &nbsp; return; &nbsp; } else if (dungeons[u.uz.dnum].proto[0]) { &nbsp; makemaz(""); &nbsp; return; &nbsp; } else if (In_mines(&amp;u.uz)) { &nbsp; makemaz("minefill"); &nbsp; return; &nbsp; } else if (In_quest(&amp;u.uz)) { &nbsp; char fillname[9]; &nbsp; s_level *loc_lev; &nbsp; &nbsp; Sprintf(fillname, "%s-loca", urole.filecode); &nbsp; loc_lev = find_level(fillname); &nbsp; &nbsp; Sprintf(fillname, "%s-fil", urole.filecode); &nbsp; Strcat(fillname, &nbsp; (u.uz.dlevel &lt; loc_lev-&gt;dlevel.dlevel) ? "a" : "b"); &nbsp; makemaz(fillname); &nbsp; return; &nbsp; } else if (In_hell(&amp;u.uz) &nbsp; || (rn2(5) &amp;&amp; u.uz.dnum == medusa_level.dnum &nbsp; &amp;&amp; depth(&amp;u.uz) &gt; depth(&amp;medusa_level))) { &nbsp; makemaz(""); &nbsp; return; &nbsp; } &nbsp; } &nbsp; &nbsp; /* otherwise, fall through - it's a "regular" level. */ &nbsp; &nbsp; if (Is_rogue_level(&amp;u.uz)) { &nbsp; makeroguerooms(); &nbsp; makerogueghost(); &nbsp; } else &nbsp; makerooms(); &nbsp; sort_rooms(); &nbsp; &nbsp; /* construct stairs (up and down in different rooms if possible) */ &nbsp; croom = &amp;rooms[rn2(nroom)]; &nbsp; if (!Is_botlevel(&amp;u.uz)) &nbsp; mkstairs(somex(croom), somey(croom), 0, croom); /* down */ &nbsp; if (nroom &gt; 1) { &nbsp; troom = croom; &nbsp; croom = &amp;rooms[rn2(nroom - 1)]; &nbsp; if (croom == troom) &nbsp; croom++; &nbsp; } &nbsp; &nbsp; if (u.uz.dlevel != 1) { &nbsp; xchar sx, sy; &nbsp; do { &nbsp; sx = somex(croom); &nbsp; sy = somey(croom); &nbsp; } while (occupied(sx, sy)); &nbsp; mkstairs(sx, sy, 1, croom); /* up */ &nbsp; } &nbsp; &nbsp; branchp = Is_branchlev(&amp;u.uz); /* possible dungeon branch */ &nbsp; room_threshold = branchp ? 4 : 3; /* minimum number of rooms needed &nbsp; to allow a random special room */ &nbsp; if (Is_rogue_level(&amp;u.uz)) &nbsp; goto skip0; &nbsp; makecorridors(); &nbsp; make_niches(); &nbsp; &nbsp; /* make a secret treasure vault, not connected to the rest */ &nbsp; if (do_vault()) { &nbsp; xchar w, h; &nbsp; debugpline0("trying to make a vault..."); &nbsp; w = 1; &nbsp; h = 1; &nbsp; if (check_room(&amp;vault_x, &amp;w, &amp;vault_y, &amp;h, TRUE)) { &nbsp; fill_vault: &nbsp; add_room(vault_x, vault_y, vault_x + w, vault_y + h, TRUE, VAULT, &nbsp; FALSE); &nbsp; level.flags.has_vault = 1; &nbsp; ++room_threshold; &nbsp; fill_room(&amp;rooms[nroom - 1], FALSE); &nbsp; mk_knox_portal(vault_x + w, vault_y + h); &nbsp; if (!level.flags.noteleport &amp;&amp; !rn2(3)) &nbsp; makevtele(); &nbsp; } else if (rnd_rect() &amp;&amp; create_vault()) { &nbsp; vault_x = rooms[nroom].lx; &nbsp; vault_y = rooms[nroom].ly; &nbsp; if (check_room(&amp;vault_x, &amp;w, &amp;vault_y, &amp;h, TRUE)) &nbsp; goto fill_vault; &nbsp; else &nbsp; rooms[nroom].hx = -1; &nbsp; } &nbsp; } &nbsp; &nbsp; { &nbsp; register int u_depth = depth(&amp;u.uz); &nbsp; &nbsp; if (wizard &amp;&amp; nh_getenv("SHOPTYPE")) &nbsp; mkroom(SHOPBASE); &nbsp; else if (u_depth &gt; 1 &amp;&amp; u_depth &lt; depth(&amp;medusa_level) &nbsp; &amp;&amp; nroom &gt;= room_threshold &amp;&amp; rn2(u_depth) &lt; 3) &nbsp; mkroom(SHOPBASE); &nbsp; else if (u_depth &gt; 4 &amp;&amp; !rn2(6)) &nbsp; mkroom(COURT); &nbsp; else if (u_depth &gt; 5 &amp;&amp; !rn2(8) &nbsp; &amp;&amp; !(mvitals[PM_LEPRECHAUN].mvflags &amp; G_GONE)) &nbsp; mkroom(LEPREHALL); &nbsp; else if (u_depth &gt; 6 &amp;&amp; !rn2(7)) &nbsp; mkroom(ZOO); &nbsp; else if (u_depth &gt; 8 &amp;&amp; !rn2(5)) &nbsp; mkroom(TEMPLE); &nbsp; else if (u_depth &gt; 9 &amp;&amp; !rn2(5) &nbsp; &amp;&amp; !(mvitals[PM_KILLER_BEE].mvflags &amp; G_GONE)) &nbsp; mkroom(BEEHIVE); &nbsp; else if (u_depth &gt; 11 &amp;&amp; !rn2(6)) &nbsp; mkroom(MORGUE); &nbsp; else if (u_depth &gt; 12 &amp;&amp; !rn2(8) &amp;&amp; antholemon()) &nbsp; mkroom(ANTHOLE); &nbsp; else if (u_depth &gt; 14 &amp;&amp; !rn2(4) &nbsp; &amp;&amp; !(mvitals[PM_SOLDIER].mvflags &amp; G_GONE)) &nbsp; mkroom(BARRACKS); &nbsp; else if (u_depth &gt; 15 &amp;&amp; !rn2(6)) &nbsp; mkroom(SWAMP); &nbsp; else if (u_depth &gt; 16 &amp;&amp; !rn2(8) &nbsp; &amp;&amp; !(mvitals[PM_COCKATRICE].mvflags &amp; G_GONE)) &nbsp; mkroom(COCKNEST); &nbsp; } &nbsp; &nbsp;skip0: &nbsp; /* Place multi-dungeon branch. */ &nbsp; place_branch(branchp, 0, 0); &nbsp; &nbsp; /* for each room: put things inside */ &nbsp; for (croom = rooms; croom-&gt;hx &gt; 0; croom++) { &nbsp; if (croom-&gt;rtype != OROOM) &nbsp; continue; &nbsp; &nbsp; /* put a sleeping monster inside */ &nbsp; /* Note: monster may be on the stairs. This cannot be &nbsp; avoided: maybe the player fell through a trap door &nbsp; while a monster was on the stairs. Conclusion: &nbsp; we have to check for monsters on the stairs anyway. */ &nbsp; &nbsp; if (u.uhave.amulet || !rn2(3)) { &nbsp; x = somex(croom); &nbsp; y = somey(croom); &nbsp; tmonst = makemon((struct permonst *) 0, x, y, NO_MM_FLAGS); &nbsp; if (tmonst &amp;&amp; tmonst-&gt;data == &amp;mons[PM_GIANT_SPIDER] &nbsp; &amp;&amp; !occupied(x, y)) &nbsp; (void) maketrap(x, y, WEB); &nbsp; } &nbsp; /* put traps and mimics inside */ &nbsp; x = 8 - (level_difficulty() / 6); &nbsp; if (x &lt;= 1) &nbsp; x = 2; &nbsp; while (!rn2(x)) &nbsp; mktrap(0, 0, croom, (coord *) 0); &nbsp; if (!rn2(3)) &nbsp; (void) mkgold(0L, somex(croom), somey(croom)); &nbsp; if (Is_rogue_level(&amp;u.uz)) &nbsp; goto skip_nonrogue; &nbsp; if (!rn2(10)) &nbsp; mkfount(0, croom); &nbsp; if (!rn2(60)) &nbsp; mksink(croom); &nbsp; if (!rn2(60)) &nbsp; mkaltar(croom); &nbsp; x = 80 - (depth(&amp;u.uz) * 2); &nbsp; if (x &lt; 2) &nbsp; x = 2; &nbsp; if (!rn2(x)) &nbsp; mkgrave(croom); &nbsp; &nbsp; /* put statues inside */ &nbsp; if (!rn2(20)) &nbsp; (void) mkcorpstat(STATUE, (struct monst *) 0, &nbsp; (struct permonst *) 0, somex(croom), &nbsp; somey(croom), CORPSTAT_INIT); &nbsp; /* put box/chest inside; &nbsp; * 40% chance for at least 1 box, regardless of number &nbsp; * of rooms; about 5 - 7.5% for 2 boxes, least likely &nbsp; * when few rooms; chance for 3 or more is negligible. &nbsp; */ &nbsp; if (!rn2(nroom * 5 / 2)) &nbsp; (void) mksobj_at((rn2(3)) ? LARGE_BOX : CHEST, somex(croom), &nbsp; somey(croom), TRUE, FALSE); &nbsp; &nbsp; /* maybe make some graffiti */ &nbsp; if (!rn2(27 + 3 * abs(depth(&amp;u.uz)))) { &nbsp; char buf[BUFSZ]; &nbsp; const char *mesg = random_engraving(buf); &nbsp; if (mesg) { &nbsp; do { &nbsp; x = somex(croom); &nbsp; y = somey(croom); &nbsp; } while (levl[x][y].typ != ROOM &amp;&amp; !rn2(40)); &nbsp; if (!(IS_POOL(levl[x][y].typ) &nbsp; || IS_FURNITURE(levl[x][y].typ))) &nbsp; make_engr_at(x, y, mesg, 0L, MARK); &nbsp; } &nbsp; } &nbsp; &nbsp; skip_nonrogue: &nbsp; if (!rn2(3)) { &nbsp; (void) mkobj_at(0, somex(croom), somey(croom), TRUE); &nbsp; tryct = 0; &nbsp; while (!rn2(5)) { &nbsp; if (++tryct &gt; 100) { &nbsp; impossible("tryct overflow4"); &nbsp; break; &nbsp; } &nbsp; (void) mkobj_at(0, somex(croom), somey(croom), TRUE); &nbsp; } &nbsp; } &nbsp; } &nbsp;} &nbsp; mineralize &nbsp;/* &nbsp; * Place deposits of minerals (gold and misc gems) in the stone &nbsp; * surrounding the rooms on the map. &nbsp; * Also place kelp in water. &nbsp; * mineralize(-1, -1, -1, -1, FALSE); =&gt; "default" behaviour &nbsp; */ &nbsp;void &nbsp;mineralize(kelp_pool, kelp_moat, goldprob, gemprob, skip_lvl_checks) &nbsp;int kelp_pool, kelp_moat, goldprob, gemprob; &nbsp;boolean skip_lvl_checks; &nbsp;{ &nbsp; s_level *sp; &nbsp; struct obj *otmp; &nbsp; int x, y, cnt; &nbsp; &nbsp; if (kelp_pool &lt; 0) &nbsp; kelp_pool = 10; &nbsp; if (kelp_moat &lt; 0) &nbsp; kelp_moat = 30; &nbsp; &nbsp; /* Place kelp, except on the plane of water */ &nbsp; if (!skip_lvl_checks &amp;&amp; In_endgame(&amp;u.uz)) &nbsp; return; &nbsp; for (x = 2; x &lt; (COLNO - 2); x++) &nbsp; for (y = 1; y &lt; (ROWNO - 1); y++) &nbsp; if ((kelp_pool &amp;&amp; levl[x][y].typ == POOL &amp;&amp; !rn2(kelp_pool)) &nbsp; || (kelp_moat &amp;&amp; levl[x][y].typ == MOAT &amp;&amp; !rn2(kelp_moat))) &nbsp; (void) mksobj_at(KELP_FROND, x, y, TRUE, FALSE); &nbsp; &nbsp; /* determine if it is even allowed; &nbsp; almost all special levels are excluded */ &nbsp; if (!skip_lvl_checks &nbsp; &amp;&amp; (In_hell(&amp;u.uz) || In_V_tower(&amp;u.uz) || Is_rogue_level(&amp;u.uz) &nbsp; || level.flags.arboreal &nbsp; || ((sp = Is_special(&amp;u.uz)) != 0 &amp;&amp; !Is_oracle_level(&amp;u.uz) &nbsp; &amp;&amp; (!In_mines(&amp;u.uz) || sp-&gt;flags.town)))) &nbsp; return; &nbsp; &nbsp; /* basic level-related probabilities */ &nbsp; if (goldprob &lt; 0) &nbsp; goldprob = 20 + depth(&amp;u.uz) / 3; &nbsp; if (gemprob &lt; 0) &nbsp; gemprob = goldprob / 4; &nbsp; &nbsp; /* mines have ***MORE*** goodies - otherwise why mine? */ &nbsp; if (!skip_lvl_checks) { &nbsp; if (In_mines(&amp;u.uz)) { &nbsp; goldprob *= 2; &nbsp; gemprob *= 3; &nbsp; } else if (In_quest(&amp;u.uz)) { &nbsp; goldprob /= 4; &nbsp; gemprob /= 6; &nbsp; } &nbsp; } &nbsp; &nbsp; /* &nbsp; * Seed rock areas with gold and/or gems. &nbsp; * We use fairly low level object handling to avoid unnecessary &nbsp; * overhead from placing things in the floor chain prior to burial. &nbsp; */ &nbsp; for (x = 2; x &lt; (COLNO - 2); x++) &nbsp; for (y = 1; y &lt; (ROWNO - 1); y++) &nbsp; if (levl[x][y + 1].typ != STONE) { /* <x,y> spot not eligible */ &nbsp; y += 2; /* next two spots aren't eligible either */ &nbsp; } else if (levl[x][y].typ != STONE) { /* this spot not eligible */ &nbsp; y += 1; /* next spot isn't eligible either */ &nbsp; } else if (!(levl[x][y].wall_info &amp; W_NONDIGGABLE) &nbsp; &amp;&amp; levl[x][y - 1].typ == STONE &nbsp; &amp;&amp; levl[x + 1][y - 1].typ == STONE &nbsp; &amp;&amp; levl[x - 1][y - 1].typ == STONE &nbsp; &amp;&amp; levl[x + 1][y].typ == STONE &nbsp; &amp;&amp; levl[x - 1][y].typ == STONE &nbsp; &amp;&amp; levl[x + 1][y + 1].typ == STONE &nbsp; &amp;&amp; levl[x - 1][y + 1].typ == STONE) { &nbsp; if (rn2(1000) &lt; goldprob) { &nbsp; if ((otmp = mksobj(GOLD_PIECE, FALSE, FALSE)) != 0) { &nbsp; otmp-&gt;ox = x, otmp-&gt;oy = y; &nbsp; otmp-&gt;quan = 1L + rnd(goldprob * 3); &nbsp; otmp-&gt;owt = weight(otmp); &nbsp; if (!rn2(3)) &nbsp; add_to_buried(otmp); &nbsp; else &nbsp; place_object(otmp, x, y); &nbsp; } &nbsp; } &nbsp; if (rn2(1000) &lt; gemprob) { &nbsp; for (cnt = rnd(2 + dunlev(&amp;u.uz) / 3); cnt &gt; 0; cnt--) &nbsp; if ((otmp = mkobj(GEM_CLASS, FALSE)) != 0) { &nbsp; if (otmp-&gt;otyp == ROCK) { &nbsp; dealloc_obj(otmp); /* discard it */ &nbsp; } else { &nbsp; otmp-&gt;ox = x, otmp-&gt;oy = y; &nbsp; if (!rn2(3)) &nbsp; add_to_buried(otmp); &nbsp; else &nbsp; place_object(otmp, x, y); &nbsp; } &nbsp; } &nbsp; } &nbsp; } &nbsp;} &nbsp; mklev &nbsp;void &nbsp;mklev() &nbsp;{ &nbsp; struct mkroom *croom; &nbsp; int ridx; &nbsp; &nbsp; init_mapseen(&amp;u.uz); &nbsp; if (getbones()) &nbsp; return; &nbsp; &nbsp; in_mklev = TRUE; &nbsp; makelevel(); &nbsp; bound_digging(); &nbsp; mineralize(-1, -1, -1, -1, FALSE); &nbsp; in_mklev = FALSE; &nbsp; /* has_morgue gets cleared once morgue is entered; graveyard stays &nbsp; set (graveyard might already be set even when has_morgue is clear &nbsp; [see fixup_special()], so don't update it unconditionally) */ &nbsp; if (level.flags.has_morgue) &nbsp; level.flags.graveyard = 1; &nbsp; if (!level.flags.is_maze_lev) { &nbsp; for (croom = &amp;rooms[0]; croom != &amp;rooms[nroom]; croom++) &nbsp;#ifdef SPECIALIZATION &nbsp; topologize(croom, FALSE); &nbsp;#else &nbsp; topologize(croom); &nbsp;#endif &nbsp; } &nbsp; set_wall_state(); &nbsp; /* for many room types, rooms[].rtype is zeroed once the room has been &nbsp; entered; rooms[].orig_rtype always retains original rtype value */ &nbsp; for (ridx = 0; ridx &lt; SIZE(rooms); ridx++) &nbsp; rooms[ridx].orig_rtype = rooms[ridx].rtype; &nbsp;} &nbsp; topologize &nbsp;void &nbsp;#ifdef SPECIALIZATION &nbsp;topologize(croom, do_ordinary) &nbsp;struct mkroom *croom; &nbsp;boolean do_ordinary; &nbsp;#else &nbsp;topologize(croom) &nbsp;struct mkroom *croom; &nbsp;#endif &nbsp;{ &nbsp; register int x, y, roomno = (int) ((croom - rooms) + ROOMOFFSET); &nbsp; int lowx = croom-&gt;lx, lowy = croom-&gt;ly; &nbsp; int hix = croom-&gt;hx, hiy = croom-&gt;hy; &nbsp;#ifdef SPECIALIZATION &nbsp; schar rtype = croom-&gt;rtype; &nbsp;#endif &nbsp; int subindex, nsubrooms = croom-&gt;nsubrooms; &nbsp; &nbsp; /* skip the room if already done; i.e. a shop handled out of order */ &nbsp; /* also skip if this is non-rectangular (it _must_ be done already) */ &nbsp; if ((int) levl[lowx][lowy].roomno == roomno || croom-&gt;irregular) &nbsp; return; &nbsp;#ifdef SPECIALIZATION &nbsp; if (Is_rogue_level(&amp;u.uz)) &nbsp; do_ordinary = TRUE; /* vision routine helper */ &nbsp; if ((rtype != OROOM) || do_ordinary) &nbsp;#endif &nbsp; { &nbsp; /* do innards first */ &nbsp; for (x = lowx; x &lt;= hix; x++) &nbsp; for (y = lowy; y &lt;= hiy; y++) &nbsp;#ifdef SPECIALIZATION &nbsp; if (rtype == OROOM) &nbsp; levl[x][y].roomno = NO_ROOM; &nbsp; else &nbsp;#endif &nbsp; levl[x][y].roomno = roomno; &nbsp; /* top and bottom edges */ &nbsp; for (x = lowx - 1; x &lt;= hix + 1; x++) &nbsp; for (y = lowy - 1; y &lt;= hiy + 1; y += (hiy - lowy + 2)) { &nbsp; levl[x][y].edge = 1; &nbsp; if (levl[x][y].roomno) &nbsp; levl[x][y].roomno = SHARED; &nbsp; else &nbsp; levl[x][y].roomno = roomno; &nbsp; } &nbsp; /* sides */ &nbsp; for (x = lowx - 1; x &lt;= hix + 1; x += (hix - lowx + 2)) &nbsp; for (y = lowy; y &lt;= hiy; y++) { &nbsp; levl[x][y].edge = 1; &nbsp; if (levl[x][y].roomno) &nbsp; levl[x][y].roomno = SHARED; &nbsp; else &nbsp; levl[x][y].roomno = roomno; &nbsp; } &nbsp; } &nbsp; /* subrooms */ &nbsp; for (subindex = 0; subindex &lt; nsubrooms; subindex++) &nbsp;#ifdef SPECIALIZATION &nbsp; topologize(croom-&gt;sbrooms[subindex], (boolean) (rtype != OROOM)); &nbsp;#else &nbsp; topologize(croom-&gt;sbrooms[subindex]); &nbsp;#endif &nbsp;} &nbsp; find_branch_room &nbsp;/* Find an unused room for a branch location. */ &nbsp;STATIC_OVL struct mkroom * &nbsp;find_branch_room(mp) &nbsp;coord *mp; &nbsp;{ &nbsp; struct mkroom *croom = 0; &nbsp; &nbsp; if (nroom == 0) { &nbsp; mazexy(mp); /* already verifies location */ &nbsp; } else { &nbsp; /* not perfect - there may be only one stairway */ &nbsp; if (nroom &gt; 2) { &nbsp; int tryct = 0; &nbsp; &nbsp; do &nbsp; croom = &amp;rooms[rn2(nroom)]; &nbsp; while ((croom == dnstairs_room || croom == upstairs_room &nbsp; || croom-&gt;rtype != OROOM) &amp;&amp; (++tryct &lt; 100)); &nbsp; } else &nbsp; croom = &amp;rooms[rn2(nroom)]; &nbsp; &nbsp; do { &nbsp; if (!somexy(croom, mp)) &nbsp; impossible("Can't place branch!"); &nbsp; } while (occupied(mp-&gt;x, mp-&gt;y) &nbsp; || (levl[mp-&gt;x][mp-&gt;y].typ != CORR &nbsp; &amp;&amp; levl[mp-&gt;x][mp-&gt;y].typ != ROOM)); &nbsp; } &nbsp; return croom; &nbsp;} &nbsp; pos_to_room &nbsp;/* Find the room for (x,y). Return null if not in a room. */ &nbsp;STATIC_OVL struct mkroom * &nbsp;pos_to_room(x, y) &nbsp;xchar x, y; &nbsp;{ &nbsp; int i; &nbsp; struct mkroom *curr; &nbsp; &nbsp; for (curr = rooms, i = 0; i &lt; nroom; curr++, i++) &nbsp; if (inside_room(curr, x, y)) &nbsp; return curr; &nbsp; ; &nbsp; return (struct mkroom *) 0; &nbsp;} &nbsp; place_branch &nbsp;/* If given a branch, randomly place a special stair or portal. */ &nbsp;void &nbsp;place_branch(br, x, y) &nbsp;branch *br; /* branch to place */ &nbsp;xchar x, y; /* location */ &nbsp;{ &nbsp; coord m; &nbsp; d_level *dest; &nbsp; boolean make_stairs; &nbsp; struct mkroom *br_room; &nbsp; &nbsp; /* &nbsp; * Return immediately if there is no branch to make or we have &nbsp; * already made one. This routine can be called twice when &nbsp; * a special level is loaded that specifies an SSTAIR location &nbsp; * as a favored spot for a branch. &nbsp; */ &nbsp; if (!br || made_branch) &nbsp; return; &nbsp; &nbsp; if (!x) { /* find random coordinates for branch */ &nbsp; br_room = find_branch_room(&amp;m); &nbsp; x = m.x; &nbsp; y = m.y; &nbsp; } else { &nbsp; br_room = pos_to_room(x, y); &nbsp; } &nbsp; &nbsp; if (on_level(&amp;br-&gt;end1, &amp;u.uz)) { &nbsp; /* we're on end1 */ &nbsp; make_stairs = br-&gt;type != BR_NO_END1; &nbsp; dest = &amp;br-&gt;end2; &nbsp; } else { &nbsp; /* we're on end2 */ &nbsp; make_stairs = br-&gt;type != BR_NO_END2; &nbsp; dest = &amp;br-&gt;end1; &nbsp; } &nbsp; &nbsp; if (br-&gt;type == BR_PORTAL) { &nbsp; mkportal(x, y, dest-&gt;dnum, dest-&gt;dlevel); &nbsp; } else if (make_stairs) { &nbsp; sstairs.sx = x; &nbsp; sstairs.sy = y; &nbsp; sstairs.up = &nbsp; (char) on_level(&amp;br-&gt;end1, &amp;u.uz) ? br-&gt;end1_up : !br-&gt;end1_up; &nbsp; assign_level(&amp;sstairs.tolev, dest); &nbsp; sstairs_room = br_room; &nbsp; &nbsp; levl[x][y].ladder = sstairs.up ? LA_UP : LA_DOWN; &nbsp; levl[x][y].typ = STAIRS; &nbsp; } &nbsp; /* &nbsp; * Set made_branch to TRUE even if we didn't make a stairwell (i.e. &nbsp; * make_stairs is false) since there is currently only one branch &nbsp; * per level, if we failed once, we're going to fail again on the &nbsp; * next call. &nbsp; */ &nbsp; made_branch = TRUE; &nbsp;} &nbsp; bydoor &nbsp;STATIC_OVL boolean &nbsp;bydoor(x, y) &nbsp;register xchar x, y; &nbsp;{ &nbsp; register int typ; &nbsp; &nbsp; if (isok(x + 1, y)) { &nbsp; typ = levl[x + 1][y].typ; &nbsp; if (IS_DOOR(typ) || typ == SDOOR) &nbsp; return TRUE; &nbsp; } &nbsp; if (isok(x - 1, y)) { &nbsp; typ = levl[x - 1][y].typ; &nbsp; if (IS_DOOR(typ) || typ == SDOOR) &nbsp; return TRUE; &nbsp; } &nbsp; if (isok(x, y + 1)) { &nbsp; typ = levl[x][y + 1].typ; &nbsp; if (IS_DOOR(typ) || typ == SDOOR) &nbsp; return TRUE; &nbsp; } &nbsp; if (isok(x, y - 1)) { &nbsp; typ = levl[x][y - 1].typ; &nbsp; if (IS_DOOR(typ) || typ == SDOOR) &nbsp; return TRUE; &nbsp; } &nbsp; return FALSE; &nbsp;} &nbsp; okdoor &nbsp;/* see whether it is allowable to create a door at [x,y] */ &nbsp;int &nbsp;okdoor(x, y) &nbsp;xchar x, y; &nbsp;{ &nbsp; boolean near_door = bydoor(x, y); &nbsp; &nbsp; return ((levl[x][y].typ == HWALL || levl[x][y].typ == VWALL) &nbsp; &amp;&amp; doorindex &lt; DOORMAX &amp;&amp; !near_door); &nbsp;} &nbsp; dodoor &nbsp;void &nbsp;dodoor(x, y, aroom) &nbsp;int x, y; &nbsp;struct mkroom *aroom; &nbsp;{ &nbsp; if (doorindex &gt;= DOORMAX) { &nbsp; impossible("DOORMAX exceeded?"); &nbsp; return; &nbsp; } &nbsp; &nbsp; dosdoor(x, y, aroom, rn2(8) ? DOOR : SDOOR); &nbsp;} &nbsp; occupied &nbsp;boolean &nbsp;occupied(x, y) &nbsp;register xchar x, y; &nbsp;{ &nbsp; return (boolean) (t_at(x, y) || IS_FURNITURE(levl[x][y].typ) &nbsp; || is_lava(x, y) || is_pool(x, y) &nbsp; || invocation_pos(x, y)); &nbsp;} &nbsp; mktrap &nbsp;/* make a trap somewhere (in croom if mazeflag = 0 &amp;&amp; !tm) */ &nbsp;/* if tm != null, make trap at that location */ &nbsp;void &nbsp;mktrap(num, mazeflag, croom, tm) &nbsp;int num, mazeflag; &nbsp;struct mkroom *croom; &nbsp;coord *tm; &nbsp;{ &nbsp; register int kind; &nbsp; unsigned lvl = level_difficulty(); &nbsp; coord m; &nbsp; &nbsp; /* no traps in pools */ &nbsp; if (tm &amp;&amp; is_pool(tm-&gt;x, tm-&gt;y)) &nbsp; return; &nbsp; &nbsp; if (num &gt; 0 &amp;&amp; num &lt; TRAPNUM) { &nbsp; kind = num; &nbsp; } else if (Is_rogue_level(&amp;u.uz)) { &nbsp; switch (rn2(7)) { &nbsp; default: &nbsp; kind = BEAR_TRAP; &nbsp; break; /* 0 */ &nbsp; case 1: &nbsp; kind = ARROW_TRAP; &nbsp; break; &nbsp; case 2: &nbsp; kind = DART_TRAP; &nbsp; break; &nbsp; case 3: &nbsp; kind = TRAPDOOR; &nbsp; break; &nbsp; case 4: &nbsp; kind = PIT; &nbsp; break; &nbsp; case 5: &nbsp; kind = SLP_GAS_TRAP; &nbsp; break; &nbsp; case 6: &nbsp; kind = RUST_TRAP; &nbsp; break; &nbsp; } &nbsp; } else if (Inhell &amp;&amp; !rn2(5)) { &nbsp; /* bias the frequency of fire traps in Gehennom */ &nbsp; kind = FIRE_TRAP; &nbsp; } else { &nbsp; do { &nbsp; kind = rnd(TRAPNUM - 1); &nbsp; /* reject "too hard" traps */ &nbsp; switch (kind) { &nbsp; case MAGIC_PORTAL: &nbsp; case VIBRATING_SQUARE: &nbsp; kind = NO_TRAP; &nbsp; break; &nbsp; case ROLLING_BOULDER_TRAP: &nbsp; case SLP_GAS_TRAP: &nbsp; if (lvl &lt; 2) &nbsp; kind = NO_TRAP; &nbsp; break; &nbsp; case LEVEL_TELEP: &nbsp; if (lvl &lt; 5 || level.flags.noteleport) &nbsp; kind = NO_TRAP; &nbsp; break; &nbsp; case SPIKED_PIT: &nbsp; if (lvl &lt; 5) &nbsp; kind = NO_TRAP; &nbsp; break; &nbsp; case LANDMINE: &nbsp; if (lvl &lt; 6) &nbsp; kind = NO_TRAP; &nbsp; break; &nbsp; case WEB: &nbsp; if (lvl &lt; 7) &nbsp; kind = NO_TRAP; &nbsp; break; &nbsp; case STATUE_TRAP: &nbsp; case POLY_TRAP: &nbsp; if (lvl &lt; 8) &nbsp; kind = NO_TRAP; &nbsp; break; &nbsp; case FIRE_TRAP: &nbsp; if (!Inhell) &nbsp; kind = NO_TRAP; &nbsp; break; &nbsp; case TELEP_TRAP: &nbsp; if (level.flags.noteleport) &nbsp; kind = NO_TRAP; &nbsp; break; &nbsp; case HOLE: &nbsp; /* make these much less often than other traps */ &nbsp; if (rn2(7)) &nbsp; kind = NO_TRAP; &nbsp; break; &nbsp; } &nbsp; } while (kind == NO_TRAP); &nbsp; } &nbsp; &nbsp; if ((kind == TRAPDOOR || kind == HOLE) &amp;&amp; !Can_fall_thru(&amp;u.uz)) &nbsp; kind = ROCKTRAP; &nbsp; &nbsp; if (tm) { &nbsp; m = *tm; &nbsp; } else { &nbsp; register int tryct = 0; &nbsp; boolean avoid_boulder = (kind == PIT || kind == SPIKED_PIT &nbsp; || kind == TRAPDOOR || kind == HOLE); &nbsp; &nbsp; do { &nbsp; if (++tryct &gt; 200) &nbsp; return; &nbsp; if (mazeflag) &nbsp; mazexy(&amp;m); &nbsp; else if (!somexy(croom, &amp;m)) &nbsp; return; &nbsp; } while (occupied(m.x, m.y) &nbsp; || (avoid_boulder &amp;&amp; sobj_at(BOULDER, m.x, m.y))); &nbsp; } &nbsp; &nbsp; (void) maketrap(m.x, m.y, kind); &nbsp; if (kind == WEB) &nbsp; (void) makemon(&amp;mons[PM_GIANT_SPIDER], m.x, m.y, NO_MM_FLAGS); &nbsp; &nbsp; /* The hero isn't the only person who's entered the dungeon in &nbsp; search of treasure. On the very shallowest levels, there's a &nbsp; chance that a created trap will have killed something already &nbsp; (and this is guaranteed on the first level). &nbsp; &nbsp; This isn't meant to give any meaningful treasure (in fact, any &nbsp; items we drop here are typically cursed, other than ammo fired &nbsp; by the trap). Rather, it's mostly just for flavour and to give &nbsp; players on very early levels a sufficient chance to avoid traps &nbsp; that may end up killing them before they have a fair chance to &nbsp; build max HP. Including cursed items gives the same fair chance &nbsp; to the starting pet, and fits the rule that possessions of the &nbsp; dead are normally cursed. &nbsp; &nbsp; Some types of traps are excluded because they're entirely &nbsp; nonlethal, even indirectly. We also exclude all of the &nbsp; later/fancier traps because they tend to have special &nbsp; considerations (e.g. webs, portals), often are indirectly &nbsp; lethal, and tend not to generate on shallower levels anyway. &nbsp; Finally, pits are excluded because it's weird to see an item &nbsp; in a pit and yet not be able to identify that the pit is there. */ &nbsp; if (lvl &lt;= (unsigned) rnd(4) &nbsp; &amp;&amp; kind != SQKY_BOARD &amp;&amp; kind != RUST_TRAP &nbsp; &amp;&amp; kind != PIT &amp;&amp; kind != SPIKED_PIT &amp;&amp; kind &lt; HOLE) { &nbsp; /* Object generated by the trap; initially NULL, stays NULL if &nbsp; we fail to generate an object or if the trap doesn't &nbsp; generate objects. */ &nbsp; struct obj *otmp = NULL; &nbsp; int victim_mnum; /* race of the victim */ &nbsp; &nbsp; /* Not all trap types have special handling here; only the ones &nbsp; that kill in a specific way that's obvious after the fact. */ &nbsp; switch (kind) { &nbsp; case ARROW_TRAP: &nbsp; otmp = mksobj(ARROW, TRUE, FALSE); &nbsp; otmp-&gt;opoisoned = 0; &nbsp; /* don't adjust the quantity; maybe the trap shot multiple &nbsp; times, there was an untrapping attempt, etc... */ &nbsp; break; &nbsp; case DART_TRAP: &nbsp; otmp = mksobj(DART, TRUE, FALSE); &nbsp; break; &nbsp; case ROCKTRAP: &nbsp; otmp = mksobj(ROCK, TRUE, FALSE); &nbsp; break; &nbsp; default: &nbsp; /* no item dropped by the trap */ &nbsp; break; &nbsp; } &nbsp; if (otmp) { &nbsp; place_object(otmp, m.x, m.y); &nbsp; } &nbsp; &nbsp; /* now otmp is reused for other items we're placing */ &nbsp; &nbsp; /* Place a random possession. This could be a weapon, tool, &nbsp; food, or gem, i.e. the item classes that are typically &nbsp; nonmagical and not worthless. */ &nbsp; do { &nbsp; int poss_class = RANDOM_CLASS; /* init =&gt; lint suppression */ &nbsp; &nbsp; switch (rn2(4)) { &nbsp; case 0: &nbsp; poss_class = WEAPON_CLASS; &nbsp; break; &nbsp; case 1: &nbsp; poss_class = TOOL_CLASS; &nbsp; break; &nbsp; case 2: &nbsp; poss_class = FOOD_CLASS; &nbsp; break; &nbsp; case 3: &nbsp; poss_class = GEM_CLASS; &nbsp; break; &nbsp; } &nbsp; &nbsp; otmp = mkobj(poss_class, FALSE); &nbsp; /* these items are always cursed, both for flavour (owned &nbsp; by a dead adventurer, bones-pile-style) and for balance &nbsp; (less useful to use, and encourage pets to avoid the trap) */ &nbsp; if (otmp) { &nbsp; otmp-&gt;blessed = 0; &nbsp; otmp-&gt;cursed = 1; &nbsp; otmp-&gt;owt = weight(otmp); &nbsp; place_object(otmp, m.x, m.y); &nbsp; } &nbsp; &nbsp; /* 20% chance of placing an additional item, recursively */ &nbsp; } while (!rn2(5)); &nbsp; &nbsp; /* Place a corpse. */ &nbsp; switch (rn2(15)) { &nbsp; case 0: &nbsp; /* elf corpses are the rarest as they're the most useful */ &nbsp; victim_mnum = PM_ELF; &nbsp; /* elven adventurers get sleep resistance early; so don't &nbsp; generate elf corpses on sleeping gas traps unless a) &nbsp; we're on dlvl 2 (1 is impossible) and b) we pass a coin &nbsp; flip */ &nbsp; if (kind == SLP_GAS_TRAP &amp;&amp; !(lvl &lt;= 2 &amp;&amp; rn2(2))) &nbsp; victim_mnum = PM_HUMAN; &nbsp; break; &nbsp; case 1: case 2: &nbsp; victim_mnum = PM_DWARF; &nbsp; break; &nbsp; case 3: case 4: case 5: &nbsp; victim_mnum = PM_ORC; &nbsp; break; &nbsp; case 6: case 7: case 8: case 9: &nbsp; /* more common as they could have come from the Mines */ &nbsp; victim_mnum = PM_GNOME; &nbsp; /* 10% chance of a candle too */ &nbsp; if (!rn2(10)) { &nbsp; otmp = mksobj(rn2(4) ? TALLOW_CANDLE : WAX_CANDLE, &nbsp; TRUE, FALSE); &nbsp; otmp-&gt;quan = 1; &nbsp; otmp-&gt;blessed = 0; &nbsp; otmp-&gt;cursed = 1; &nbsp; otmp-&gt;owt = weight(otmp); &nbsp; place_object(otmp, m.x, m.y); &nbsp; } &nbsp; break; &nbsp; default: &nbsp; /* the most common race */ &nbsp; victim_mnum = PM_HUMAN; &nbsp; break; &nbsp; } &nbsp; otmp = mkcorpstat(CORPSE, NULL, &amp;mons[victim_mnum], m.x, m.y, &nbsp; CORPSTAT_INIT); &nbsp; if (otmp) &nbsp; otmp-&gt;age -= 51; /* died too long ago to eat */ &nbsp; } &nbsp;} &nbsp; mkstairs &nbsp;void &nbsp;mkstairs(x, y, up, croom) &nbsp;xchar x, y; &nbsp;char up; &nbsp;struct mkroom *croom; &nbsp;{ &nbsp; if (!x) { &nbsp; impossible("mkstairs: bogus stair attempt at &lt;%d,%d&gt;", x, y); &nbsp; return; &nbsp; } &nbsp; &nbsp; /* &nbsp; * We can't make a regular stair off an end of the dungeon. This &nbsp; * attempt can happen when a special level is placed at an end and &nbsp; * has an up or down stair specified in its description file. &nbsp; */ &nbsp; if ((dunlev(&amp;u.uz) == 1 &amp;&amp; up) &nbsp; || (dunlev(&amp;u.uz) == dunlevs_in_dungeon(&amp;u.uz) &amp;&amp; !up)) &nbsp; return; &nbsp; &nbsp; if (up) { &nbsp; xupstair = x; &nbsp; yupstair = y; &nbsp; upstairs_room = croom; &nbsp; } else { &nbsp; xdnstair = x; &nbsp; ydnstair = y; &nbsp; dnstairs_room = croom; &nbsp; } &nbsp; &nbsp; levl[x][y].typ = STAIRS; &nbsp; levl[x][y].ladder = up ? LA_UP : LA_DOWN; &nbsp;} &nbsp; mkfount &nbsp;STATIC_OVL void &nbsp;mkfount(mazeflag, croom) &nbsp;int mazeflag; &nbsp;struct mkroom *croom; &nbsp;{ &nbsp; coord m; &nbsp; register int tryct = 0; &nbsp; &nbsp; do { &nbsp; if (++tryct &gt; 200) &nbsp; return; &nbsp; if (mazeflag) &nbsp; mazexy(&amp;m); &nbsp; else if (!somexy(croom, &amp;m)) &nbsp; return; &nbsp; } while (occupied(m.x, m.y) || bydoor(m.x, m.y)); &nbsp; &nbsp; /* Put a fountain at m.x, m.y */ &nbsp; levl[m.x][m.y].typ = FOUNTAIN; &nbsp; /* Is it a "blessed" fountain? (affects drinking from fountain) */ &nbsp; if (!rn2(7)) &nbsp; levl[m.x][m.y].blessedftn = 1; &nbsp; &nbsp; level.flags.nfountains++; &nbsp;} &nbsp; mksink &nbsp;STATIC_OVL void &nbsp;mksink(croom) &nbsp;struct mkroom *croom; &nbsp;{ &nbsp; coord m; &nbsp; register int tryct = 0; &nbsp; &nbsp; do { &nbsp; if (++tryct &gt; 200) &nbsp; return; &nbsp; if (!somexy(croom, &amp;m)) &nbsp; return; &nbsp; } while (occupied(m.x, m.y) || bydoor(m.x, m.y)); &nbsp; &nbsp; /* Put a sink at m.x, m.y */ &nbsp; levl[m.x][m.y].typ = SINK; &nbsp; &nbsp; level.flags.nsinks++; &nbsp;} &nbsp; mkaltar &nbsp;STATIC_OVL void &nbsp;mkaltar(croom) &nbsp;struct mkroom *croom; &nbsp;{ &nbsp; coord m; &nbsp; register int tryct = 0; &nbsp; aligntyp al; &nbsp; &nbsp; if (croom-&gt;rtype != OROOM) &nbsp; return; &nbsp; &nbsp; do { &nbsp; if (++tryct &gt; 200) &nbsp; return; &nbsp; if (!somexy(croom, &amp;m)) &nbsp; return; &nbsp; } while (occupied(m.x, m.y) || bydoor(m.x, m.y)); &nbsp; &nbsp; /* Put an altar at m.x, m.y */ &nbsp; levl[m.x][m.y].typ = ALTAR; &nbsp; &nbsp; /* -1 - A_CHAOTIC, 0 - A_NEUTRAL, 1 - A_LAWFUL */ &nbsp; al = rn2((int) A_LAWFUL + 2) - 1; &nbsp; levl[m.x][m.y].altarmask = Align2amask(al); &nbsp;} &nbsp; mkgrave &nbsp;static void &nbsp;mkgrave(croom) &nbsp;struct mkroom *croom; &nbsp;{ &nbsp; coord m; &nbsp; register int tryct = 0; &nbsp; register struct obj *otmp; &nbsp; boolean dobell = !rn2(10); &nbsp; &nbsp; if (croom-&gt;rtype != OROOM) &nbsp; return; &nbsp; &nbsp; do { &nbsp; if (++tryct &gt; 200) &nbsp; return; &nbsp; if (!somexy(croom, &amp;m)) &nbsp; return; &nbsp; } while (occupied(m.x, m.y) || bydoor(m.x, m.y)); &nbsp; &nbsp; /* Put a grave at m.x, m.y */ &nbsp; make_grave(m.x, m.y, dobell ? "Saved by the bell!" : (char *) 0); &nbsp; &nbsp; /* Possibly fill it with objects */ &nbsp; if (!rn2(3)) &nbsp; (void) mkgold(0L, m.x, m.y); &nbsp; for (tryct = rn2(5); tryct; tryct--) { &nbsp; otmp = mkobj(RANDOM_CLASS, TRUE); &nbsp; if (!otmp) &nbsp; return; &nbsp; curse(otmp); &nbsp; otmp-&gt;ox = m.x; &nbsp; otmp-&gt;oy = m.y; &nbsp; add_to_buried(otmp); &nbsp; } &nbsp; &nbsp; /* Leave a bell, in case we accidentally buried someone alive */ &nbsp; if (dobell) &nbsp; (void) mksobj_at(BELL, m.x, m.y, TRUE, FALSE); &nbsp; return; &nbsp;} &nbsp; &nbsp;/* maze levels have slightly different constraints from normal levels */ &nbsp;#define x_maze_min 2 &nbsp;#define y_maze_min 2 &nbsp; mkinvokearea &nbsp;/* &nbsp; * Major level transmutation: add a set of stairs (to the Sanctum) after &nbsp; * an earthquake that leaves behind a a new topology, centered at inv_pos. &nbsp; * Assumes there are no rooms within the invocation area and that inv_pos &nbsp; * is not too close to the edge of the map. Also assume the hero can see, &nbsp; * which is guaranteed for normal play due to the fact that sight is needed &nbsp; * to read the Book of the Dead. &nbsp; */ &nbsp;void &nbsp;mkinvokearea() &nbsp;{ &nbsp; int dist; &nbsp; xchar xmin = inv_pos.x, xmax = inv_pos.x; &nbsp; xchar ymin = inv_pos.y, ymax = inv_pos.y; &nbsp; register xchar i; &nbsp; &nbsp; pline_The("floor shakes violently under you!"); &nbsp; pline_The("walls around you begin to bend and crumble!"); &nbsp; display_nhwindow(WIN_MESSAGE, TRUE); &nbsp; &nbsp; /* any trap hero is stuck in will be going away now */ &nbsp; if (u.utrap) { &nbsp; u.utrap = 0; &nbsp; if (u.utraptype == TT_BURIEDBALL) &nbsp; buried_ball_to_punishment(); &nbsp; } &nbsp; mkinvpos(xmin, ymin, 0); /* middle, before placing stairs */ &nbsp; &nbsp; for (dist = 1; dist &lt; 7; dist++) { &nbsp; xmin--; &nbsp; xmax++; &nbsp; &nbsp; /* top and bottom */ &nbsp; if (dist != 3) { /* the area is wider that it is high */ &nbsp; ymin--; &nbsp; ymax++; &nbsp; for (i = xmin + 1; i &lt; xmax; i++) { &nbsp; mkinvpos(i, ymin, dist); &nbsp; mkinvpos(i, ymax, dist); &nbsp; } &nbsp; } &nbsp; &nbsp; /* left and right */ &nbsp; for (i = ymin; i &lt;= ymax; i++) { &nbsp; mkinvpos(xmin, i, dist); &nbsp; mkinvpos(xmax, i, dist); &nbsp; } &nbsp; &nbsp; flush_screen(1); /* make sure the new glyphs shows up */ &nbsp; delay_output(); &nbsp; } &nbsp; &nbsp; You("are standing at the top of a stairwell leading down!"); &nbsp; mkstairs(u.ux, u.uy, 0, (struct mkroom *) 0); /* down */ &nbsp; newsym(u.ux, u.uy); &nbsp; vision_full_recalc = 1; /* everything changed */ &nbsp;} &nbsp; mkinvpos &nbsp;/* Change level topology. Boulders in the vicinity are eliminated. &nbsp; * Temporarily overrides vision in the name of a nice effect. &nbsp; */ &nbsp;STATIC_OVL void &nbsp;mkinvpos(x, y, dist) &nbsp;xchar x, y; &nbsp;int dist; &nbsp;{ &nbsp; struct trap *ttmp; &nbsp; struct obj *otmp; &nbsp; boolean make_rocks; &nbsp; register struct rm *lev = &amp;levl[x][y]; &nbsp; &nbsp; /* clip at existing map borders if necessary */ &nbsp; if (!within_bounded_area(x, y, x_maze_min + 1, y_maze_min + 1, &nbsp; x_maze_max - 1, y_maze_max - 1)) { &nbsp; /* only outermost 2 columns and/or rows may be truncated due to edge &nbsp; */ &nbsp; if (dist &lt; (7 - 2)) &nbsp; panic("mkinvpos: &lt;%d,%d&gt; (%d) off map edge!", x, y, dist); &nbsp; return; &nbsp; } &nbsp; &nbsp; /* clear traps */ &nbsp; if ((ttmp = t_at(x, y)) != 0) &nbsp; deltrap(ttmp); &nbsp; &nbsp; /* clear boulders; leave some rocks for non-{moat|trap} locations */ &nbsp; make_rocks = (dist != 1 &amp;&amp; dist != 4 &amp;&amp; dist != 5) ? TRUE : FALSE; &nbsp; while ((otmp = sobj_at(BOULDER, x, y)) != 0) { &nbsp; if (make_rocks) { &nbsp; fracture_rock(otmp); &nbsp; make_rocks = FALSE; /* don't bother with more rocks */ &nbsp; } else { &nbsp; obj_extract_self(otmp); &nbsp; obfree(otmp, (struct obj *) 0); &nbsp; } &nbsp; } &nbsp; unblock_point(x, y); /* make sure vision knows this location is open */ &nbsp; &nbsp; /* fake out saved state */ &nbsp; lev-&gt;seenv = 0; &nbsp; lev-&gt;doormask = 0; &nbsp; if (dist &lt; 6) &nbsp; lev-&gt;lit = TRUE; &nbsp; lev-&gt;waslit = TRUE; &nbsp; lev-&gt;horizontal = FALSE; &nbsp; /* short-circuit vision recalc */ &nbsp; viz_array[y][x] = (dist &lt; 6) ? (IN_SIGHT | COULD_SEE) : COULD_SEE; &nbsp; &nbsp; switch (dist) { &nbsp; case 1: /* fire traps */ &nbsp; if (is_pool(x, y)) &nbsp; break; &nbsp; lev-&gt;typ = ROOM; &nbsp; ttmp = maketrap(x, y, FIRE_TRAP); &nbsp; if (ttmp) &nbsp; ttmp-&gt;tseen = TRUE; &nbsp; break; &nbsp; case 0: /* lit room locations */ &nbsp; case 2: &nbsp; case 3: &nbsp; case 6: /* unlit room locations */ &nbsp; lev-&gt;typ = ROOM; &nbsp; break; &nbsp; case 4: /* pools (aka a wide moat) */ &nbsp; case 5: &nbsp; lev-&gt;typ = MOAT; &nbsp; /* No kelp! */ &nbsp; break; &nbsp; default: &nbsp; impossible("mkinvpos called with dist %d", dist); &nbsp; break; &nbsp; } &nbsp; &nbsp; /* display new value of position; could have a monster/object on it */ &nbsp; newsym(x, y); &nbsp;} &nbsp; mk_knox_portal &nbsp;/* &nbsp; * The portal to Ludios is special. The entrance can only occur within a &nbsp; * vault in the main dungeon at a depth greater than 10. The Ludios branch &nbsp; * structure reflects this by having a bogus "source" dungeon: the value &nbsp; * of n_dgns (thus, Is_branchlev() will never find it). &nbsp; * &nbsp; * Ludios will remain isolated until the branch is corrected by this function. &nbsp; */ &nbsp;STATIC_OVL void &nbsp;mk_knox_portal(x, y) &nbsp;xchar x, y; &nbsp;{ &nbsp; extern int n_dgns; /* from dungeon.c */ &nbsp; d_level *source; &nbsp; branch *br; &nbsp; schar u_depth; &nbsp; &nbsp; br = dungeon_branch("Fort Ludios"); &nbsp; if (on_level(&amp;knox_level, &amp;br-&gt;end1)) { &nbsp; source = &amp;br-&gt;end2; &nbsp; } else { &nbsp; /* disallow Knox branch on a level with one branch already */ &nbsp; if (Is_branchlev(&amp;u.uz)) &nbsp; return; &nbsp; source = &amp;br-&gt;end1; &nbsp; } &nbsp; &nbsp; /* Already set or 2/3 chance of deferring until a later level. */ &nbsp; if (source-&gt;dnum &lt; n_dgns || (rn2(3) &amp;&amp; !wizard)) &nbsp; return; &nbsp; &nbsp; if (!(u.uz.dnum == oracle_level.dnum /* in main dungeon */ &nbsp; &amp;&amp; !at_dgn_entrance("The Quest") /* but not Quest's entry */ &nbsp; &amp;&amp; (u_depth = depth(&amp;u.uz)) &gt; 10 /* beneath 10 */ &nbsp; &amp;&amp; u_depth &lt; depth(&amp;medusa_level))) /* and above Medusa */ &nbsp; return; &nbsp; &nbsp; /* Adjust source to be current level and re-insert branch. */ &nbsp; *source = u.uz; &nbsp; insert_branch(br, TRUE); &nbsp; &nbsp; debugpline0("Made knox portal."); &nbsp; place_branch(br, x, y); &nbsp;} &nbsp; &nbsp;/*mklev.c*/ </x,y>
# File:Nethack.6.2.MindMap.jpg File File history File usage MetadataNo higher resolution available. Nethack.6.2.MindMap.jpg β€Ž(800 Γ— 558 pixels, file size: 62 KB, MIME type: image/jpeg) Summary Mind map of *.c source files for nethack 6.2. Made with SimpleMind Lite. Wikid (talk) 12:49, 18 August 2019 (UTC) File history Click on a date/time to view the file as it appeared at that time. Date/TimeThumbnailDimensionsUserComment current19:54, 18 August 2019800 Γ— 558 (62 KB)Wikid (talk | contribs)Preview size jpg --~~~~ 12:49, 18 August 20191,856 Γ— 1,294 (1.15 MB)Wikid (talk | contribs)Mind map of *.c source files for nethack 6.2. Made with SimpleMind Lite. ~~~~ You cannot overwrite this file. File usage The following page uses this file: Talk:Source code 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. JPEG file commentFile source: http://nethackwiki.com/wiki/File:Nethack.6.2.MindMap.jpg
# Jelly (SLASH'EM) SLASH'EM adds a number of new jelly monsters. With the exception of the clear jelly, all possess an acidic engulfing attack, a passive attack, and cause acid damage when eaten. Keep in mind that the engulfing attack of SLASH'EM can corrode objects in open inventory (including your alignment key). In Vanila, only worn armor can be damaged this way. Contents 1 Clear jelly 2 Yellow jelly 3 Orange jelly 4 Rancid jelly Clear jelly j clear jelly Difficulty 7 Attacks Touch 3d6 acid j clear jelly Difficulty 7 Attacks Touch 3d6 acid Base level 6 Base experience 82 Speed 3 Base AC 8 Base MR 10 Alignment 0 (neutral) Frequency (by normal means) 1 (Very rare) Genocidable Yes Weight 50 Nutritional value 20 Size Medium Resistances cold, poison Resistances conveyed poison (20%), cold (20%) A clear jelly: can flow under doors. can cling to the ceiling. can blend in with its surroundings. does not breathe. has no eyes. has no limbs. has no head. is mindless. is omnivorous. is neither male nor female. is normally generated hostile. does not appear in Gehennom. Reference SLASH'EM_0.0.7E7F2/monst.c#line939 The clear jelly has the ability to conceal itself, so adventurers may not see it until they stumble into it. Although it has an acid attack, eating it will not damage you. In fact, it can actually give you cold resistance. Yellow jelly j yellow jelly Difficulty 10 Attacks Engulfing 3d6 acid, Passive 2d6 stun j yellow jelly Difficulty 10 Attacks Engulfing 3d6 acid, Passive 2d6 stun Base level 8 Base experience 124 Speed 5 Base AC 8 Base MR 20 Alignment 0 (neutral) Frequency (by normal means) 1 (Very rare) Genocidable Yes Weight 250 Nutritional value 220 Size Medium Resistances acid, petrification Resistances conveyed Cures stoning A yellow jelly: can flow under doors. does not breathe. has no eyes. has no limbs. has no head. is mindless. is acidic to eat. is omnivorous. is neither male nor female. is normally generated hostile. does not appear in Gehennom. Reference SLASH'EM_0.0.7E7F2/monst.c#line956 The yellow jelly possesses a passive stun attack in addition to the acidic engulfing. Eating the corpse of a yellow jelly will cause hallucination in addition to acid damage. It is much like the Yellow Mold that is seen in vanilla NetHack as well as SLASH'EM. Orange jelly j orange jelly Difficulty 10 Attacks Engulfing 2d8 acid, Passive 2d6 sleep j orange jelly Difficulty 10 Attacks Engulfing 2d8 acid, Passive 2d6 sleep Base level 8 Base experience 132 Speed 5 Base AC 8 Base MR 20 Alignment 0 (neutral) Frequency (by normal means) 1 (Very rare) Genocidable Yes Weight 250 Nutritional value 220 Size Medium Resistances acid, petrification Resistances conveyed Cures stoning A orange jelly: can flow under doors. does not breathe. has no eyes. has no limbs. has no head. is mindless. is acidic to eat. is omnivorous. is neither male nor female. is normally generated hostile. does not appear in Gehennom. Reference SLASH'EM_0.0.7E7F2/monst.c#line964 The orange jelly possesses a passive sleep attack in addition to the acidic engulfing. Avoid attacking them in melee if you do not possess sleep resistance. Rancid jelly j rancid jelly Difficulty 14 Attacks Engulfing 4d6 acid, Passive 3d6 acid j rancid jelly Difficulty 14 Attacks Engulfing 4d6 acid, Passive 3d6 acid Base level 12 Base experience 306 Speed 5 Base AC 8 Base MR 20 Alignment 0 (neutral) Frequency (by normal means) 1 (Very rare) Genocidable Yes Weight 250 Nutritional value 220 Size Medium Resistances acid, petrification Resistances conveyed Cures stoning A rancid jelly: can flow under doors. does not breathe. has no eyes. has no limbs. has no head. is mindless. is acidic to eat. is omnivorous. is neither male nor female. is normally generated hostile. does not appear in Gehennom. Reference SLASH'EM_0.0.7E7F2/monst.c#line972 Rancid Jellies possess the same basic acidic passive and engulf attack as their weaker brethren, with no other distinct ability. They are, however, the most powerful of all the jellies. This page is a stub. Should you wish to do so, you can contribute by expanding this page.
# Category:Articles needing version tags This category collects articles that have not been tagged for NetHackWiki:Next version. The template{{unknownversion}} adds an article to this category, and should be removed from the article once another tag has been placed. This category currently contains no pages or media.
# Bird Bird refers to the grouping of body parts for the forms of avian life. It affects the messages referring to the appropriate body parts as follows[1]: Bodypart[2] Description Arm Wing Eye Eye Face Face Finger Wing Fingertip Wing tip Foot Foot Hand Wing Handed Winged Head Head Leg Leg Light Headed Light Headed Neck Neck Spine Spine Toe Toe Hair Feathers Blood Blood Lung Lung Nose Bill Stomach Stomach The only birds currently present in the game are ravens[3]. Even SLASH'EM, which features parrots, cockatoos, and chickens, only gives this body part grouping to ravens. [4] References ↑ polyself.c in NetHack 3.4.3, line 1177 ↑ hack.h in NetHack 3.4.3, line 226 ↑ polyself.c in NetHack 3.4.3, line 1215 ↑ SLASH'EM_0.0.7E7F2/polyself.c, line 1487 This page may need to be updated for the current version of NetHack. It may contain text specific to NetHack 3.4.3. Information on this page may be out of date. Editors: After reviewing this page and making necessary edits, please change the {{nethack-343}} tag to the current version's tag or {{noversion}} as appropriate.
# Talk:Disenchanter I don't get why disenchanters don't lower the enchantment of rings. If you are attacking them hare handed then you'd be attacking them with your ring as well just like if you attack undead while wearing a silver ring. What's the logic to them not making rings less enchanted?Ndwolfwood (talk) 22:06, 13 June 2012 (UTC) Indeed, it's inconsistent. I guess the DevTeam added silver damage as an afterthought, given it's handled inconsistently all by itself. --Tjr (talk) 22:09, 13 June 2012 (UTC)
# Ring of cold resistance = Name cold resistance Appearance random Base price 150 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 cold resistance conveys the cold resistance extrinsic. Identification Dropping a ring of cold resistance into a sink produces the message, "The cold water faucet flashes brightly for a moment." Strategy A ring of cold resistance is usually used to help obtain intrinsic cold resistance, since most monsters that convey cold resistance have powerful cold attacks (like blue jellies and winter wolves). 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.
# Potion of Pan Galactic Gargle Blaster ! Name Pan Galactic Gargle Blaster Appearance random Base price 300 zm Weight 20 Monster use Will not be used by monsters. The potion of Pan Galactic Gargle Blaster is a type of potion that appears in NetHack: The Next Generation and SlashTHEM. Description Quaffing a Pan Galactic Gargle Blaster of any beatitude will leave you confused for 6d7 (more) turns. If the potion is cursed, it has a 1⁄4 chance of additionally lowering your intelligence by one point. If the potion is blessed, it has a 1⁄4 chance of additionally restoring your health to its maximum, as well as curing lycanthropy and returning you to your normal form if possible (i.e. unless you are a Lunatic or have unchanging). Messages You feel like having your brain smashed out by a slice of lemon wrapped around a large gold brick. You quaffed a cursed or uncursed potion of Pan Galactic Gargle Blaster. You feel remembered of very, very strong liquor. You quaffed a blessed potion. You feel remembered of Zaphod Beeblebrox. As above, while hallucinating. Origin Wikipedia has an article about: Pan-Galactic Gargle Blaster The Pan-Galactic Gargle Blaster is a notorious cocktail from The Hitchhiker's Guide to the Galaxy series of works by Douglas Adams. Invented by Zaphod Beeblebrox, former President of the Galaxy, the drink's recipe uses multiple, incredibly specific ingredients from various planets, including the tooth of an algolian suntiger. In an interview, Douglas Adams stated that there are a number of environmental and weapons treaties, as well as laws of physics, which prevent the Pan-Galactic Gargle Blaster from being mixed on Earth. The Guide also implies that there are multiple voluntary organisations available to rehabilitate those who would try the Pan-Galactic Gargle Blaster. The Pan-Galactic Gargle Blaster is described in the series as "the alcoholic equivalent of a mugging" whose effect "is like having your brain smashed out by a slice of lemon wrapped round a large gold brick" (as helpfully quoted when quaffing one in either NetHack: The Next Generation or SlashTHEM); in the film, its potency is such that even the Guide simply explaining the drink and its effects causes Ford Prefect and Zaphod to yell in pain after. In the television series, two Gargle Blaster drinkers collapse in open-eyed unconsciousness after drinking, and the spilled drink then burns a hole in the floor.
# Orb of charging ( Name orb of charging Appearance glass orb Base price 750 zm Weight 75 Material glass Monster use Will not be used by monsters. The orb of charging was a tool that appeared in NetHack Plus and SLASH 6, and also appears in NetHack brass. It appears as a glass orb when unidentified. In SLASH'EM, the orb is a deferred feature - its code can still be found in the SLASH'EM source, but has been commented out with the note of "potential for abuse".[1][2] Contents 1 Effects 2 Strategy 3 Messages 4 References Effects Applying a charged orb of charging allows you to select and recharge an item, similar to a scroll of charging, and auto-identifies the orb. The effect is dependent on the beatitude of the orb. Nothing will happen when applying an orb of charging with no charges. Strategy All non-crystal ball glass orbs have a base price of 750 zm and weigh 75 aum, making it somewhat easier to tell an actual crystal ball apart from the other magical orbs (outside of NetHack brass, where the crystal ball also weighs 75 aum). Beyond this, the three non-crystal ball orbs can be distinguished by identification or use-testing - the latter is risky due to the change of a glass orb being an orb of destruction. Messages This orb is burnt out. The orb had no charges. References ↑ apply.c in SLASH'EM 0.0.7E7F2, line 3570 ↑ objects.c in SLASH'EM 0.0.7E7F2, line 858
# Forum:Well done everyone &lt; Forum:Watercooler I just wanted to say that nethackwiki has really come a long way since its birth. Newer users might want to have a look at the early history of some pages to see what the humble beginnings were like. Today's pages are well-organised, well-presented, and occasionally quite funny :-). Good work everybody, and let's keep 'er lit! --TPGreyKnight (talk) 22:19, 24 June 2012 (UTC)
# Category:Hidden categories Subcategories This category has only the following subcategory. N β–Ί Non-protected verbatim spoilersβ€Ž (empty)
# Forum:How Do I Fix XrmGetResource Errors Spaming Nethack Console? &lt; Forum:Watercooler After upgrading to Linux Mint 21 (uses Ubuntu 22.04 as a base), when I run nethack-x11 (version 3.6.6) I get XrmGetResource errors filling the console area. I've tried completely deleting all of my nethack-related user account files, and reinstalling nethack-x11, but that didn't solve the problem. Here's a screenshot of the errors: https://drive.google.com/file/d/1CY17GWkN7zXzWDAQ-rqzKJEQ1a9IJq65/view?usp=sharing Any ideas how to fix this? Thanks! Is the NetHack.ad file missing? It should be in the same directory as the nethack executable, logfiles, etc. --paxed (talk) 20:43, 2 September 2022 (UTC)
# User talk:Wikid/VoR's Hallucinatory Bestiary It's just a list of names with no real connection to NetHack. Better place would be under your own user page - perhaps move all of the Vor bestiary categories there until a more concrete NetHack connection manifests. Also, why so many separate articles ... --paxed (talk) 06:50, 6 August 2019 (UTC) These thoughts had been on my mind. I can do redirects under my own user page, not a problem. But all this stuff is now part of the code for SLEX. So maybe not such an issue any more? There's multiple articles mainly because too much scrolling through a long article is a pain. Wikid (talk) 07:01, 6 August 2019 (UTC) All done now. I appreciate that each article is another sampling point for Special:Random. It's a VoR wiki invasion! No thanks!&nbsp;:-) Wikid (talk) 08:24, 6 August 2019 (UTC)
# Polymorph Contents 1 Polymorphing 2 Effects of polymorph 2.1 Restrictions on polymorphing 2.2 System shock 2.3 Armor 2.4 Other equipment 2.5 Encumbrance 3 Monsters 3.1 Polymorphing monsters 3.2 Pets 4 Self-polymorph 4.1 Polymorphing into other monsters 4.2 Changing back 4.3 Attributes, intrinsics, and other stats 4.4 Polymorphing into your own race 4.4.1 In 3.4.3 4.5 Other special cases 5 Variants 5.1 SLASH'EM 5.2 xNetHack 5.3 SlashTHEM 6 References Polymorph refers to the magic that changes one creature into a different species, or changes an object to another object of the same type. Shapeshifters and werecreatures have similar, but slightly different abilities. This article deals mainly with monster- or self-polymorph. The practice of polymorphing objects is also known as polypiling, and is explained in the article behind that link. Polymorph is one of the more complex aspects of NetHack. It can be a great danger if not done under the control of the player, but a prepared player can use it to gain many benefits. If you are transformed unexpectedly, you may turn into a weaker monster or die instantly; your valuable armor may also be destroyed. A weak enemy may unexpectedly turn into a dangerous one. On the other hand, you can deliberately turn into a much stronger monster, or a monster with useful abilities. Weak pets can be changed into powerful ones. You can also polymorph surplus items into more useful equipment. Polymorphing You can aim a wand or spell of polymorph can be aimed at monsters or piles of items on the floor. Aiming downwards using &gt; polymorphs the objects on your square; aiming upwards using &lt; has no effect; and aiming at yourself using . will naturally polymorph you. Dipping an object into a potion of polymorph will polymorph it. Other sources of polymorph do not apply to objects: Wearing a ring of polymorph will polymorph you from time to time. It can be eaten for a 1⁄3 chance of acquiring the intrinsic. Stepping into a polymorph trap will polymorph you or a monster. The trap disappears after you use it once, but monsters can use it indefinitely. Quaffing a potion of polymorph will polymorph you or a monster. Getting hit by this potion. Thankfully, monsters will not do this to you; only you can do this to them. Vapors will not polymorph you (good for use-testing). Quaffing from a sink produces toxic wastes, or randomly dispenses potion of polymorph; both effects will polymorph you. Eating the corpse of a chameleon or doppelganger, or digesting a sandestin. Becoming afflicted with lycanthropy, and thus polymorphing into a werecreature from time to time. The inventory of a polymorphed monster is not polymorphed, but worn armor can be destroyed or temporarily absorbed. Magic resistance blocks the effect of all "involuntary" polymorphs; this means that it will not protect from a ring of polymorph, which is considered to be worn voluntarily. A monster's MR will protect it against polymorph traps. If you polymorph into a form that is not the same as your starting race, you break the polyselfless conduct. ("Changing" into your original race is not a polymorph, strictly speaking, and this article calls it "Polymorphing into your own race".) Polymorphing any object breaks the polypileless conduct. Effects of polymorph For effects specific to yourself, see #Self-polymorph. Restrictions on polymorphing Certain monsters are off-limits to polymorph,[1] either by you or a monster; these include: any monsters that have been genocided. This will result in the message "You feel rather <monster>-ish." (Note: Monsters which are extinct, however, are still available for self-polymorph.) all unique monsters. the base player race monsters (@&nbsp;human, h&nbsp;dwarf, @&nbsp;elf, G&nbsp;gnome, o&nbsp;orc), which exist to provide corpses when zombies and mummies are killed and for bones piles (dwarves and gnomes can also be generated normally, however these are still not permitted). Non-human variants generated as monsters (e.g. h&nbsp;dwarf lord, @&nbsp;Elvenking) are permitted, as are the functionally-human K&nbsp;Keystone Kops. You may also polymorph into your own race. any creature represented by @, except the Elven variants mentioned above. the greater angelic beings: A&nbsp;Angels, A&nbsp;ki-rin, and A&nbsp;Archons. The lesser angels A&nbsp;Couatl and A&nbsp;Aleax are permitted. "limited-edition" monsters: W&nbsp;Nazgul and &amp;&nbsp;erinys. &nbsp;&nbsp;ghosts and &nbsp;&nbsp;shades. natural shapeshifters: @&nbsp;doppelgangers, :&nbsp;chameleons, and &amp;&nbsp;sandestins. &amp;&nbsp;water demons, &amp;&nbsp;mail daemons, &amp;&nbsp;djinni, and ;&nbsp;krakens. System shock If you polymorph without polymorph control and it is not a special case, there is a 19 βˆ’ Con20 chance that it will fail, and you will instead suffer 1d30 damage and abuse constitution: "You shudder for a moment." This is called system shock. Monsters and pets can also be affected by the wand, potion, or spell of polymorph, with a fixed chance of 1⁄25 after factoring in resistance. If the monster is affected, it will die instantly and not leave a corpse. Armor See also: Physical size When a creature is wearing any torso armor (body armor, shirt, or cloak), and becomes something Large or bigger, a non-humanoid Medium or bigger, or a winged gargoyle or marilith (wings and extra arms don't fit), the armor will burst apart. (If you polymorph into a large whirly monster, the armor is not destroyed.) When this happens to a monster, you hear a "ripping" or "cracking" sound, which warns you that a polymorph trap or shapeshifter may be present on the level. If you are wearing dragon scales or dragon scale mail and are polymorphed without polymorph control, you will turn into a dragon of the appropriate color and merge with your scales; shirts and cloaks are still destroyed. See Dragon scale mail Β§&nbsp;Polymorph. When a creature becomes too small for its armor, the armor falls to the floor, also creating a distinctive noise ("a clank" or "a thud"). Monsters of size Small will shrink out of torso armor; Tiny monsters also shrink out of boots, gloves, shields and helms (they can wear no armor). Handless monsters will drop gloves and shields. Horned monsters will drop helmets. Non-humanoid monsters, or monsters without suitable body parts, also cannot wear certain types of armor. Other equipment Monsters can always wear rings and amulets, although some may be physically unable to remove equipped items or put on additional ones in their new form. If you were wielding an object and your new form has no hands, you will drop it. Polymorphing causes you to retouch all your inventory items,[2] potentially causing artifact blasts or silver damage. Encumbrance Main article: Encumbrance Smaller or more light-weight monsters cannot carry as much as larger ones. Non-humanoid monsters have especially limited capacity. When you are unexpectedly polymorphed into one, you may have to drop nearly all of your items before you can do anything useful. Your carrying capacity is scaled by your form's corpse weight (or size if it leaves no corpse), and is affected by the monster "strong" attribute. See that article for the details. Monsters Shapeshifters and werecreatures have innate polymorph ability and will change to a different form from time to time. You can prevent them from doing this by wearing a ring of protection from shape changers. Other than that, a polymorphed monster or object stays in its new form permanently. If a monster is fleeing, it may use a potion or wand of polymorph, or an adjacent polymorph trap in a desperate move. A monster may also inadvertently step onto the trap. If it becomes a much more powerful monster, such as an arch-lich, this can lead to YAAD. When a monster polymorphs, the change is permanent. For example, if you change your dog into a dragon, it will never become a dog again (except by chance in a subsequent polymorph). If you have lycanthropy, you will sometimes polymorph into a creature (a jackal, for example). There is also a monster in the game called a werejackal, which changes occasionally from its human form into a jackal. The similarity ends when you or the monster lose all HP in jackal form. You will become your normal race again, while the werejackal will die without transforming back into a human. Polymorphing monsters Since polymorphing a monster has unpredictable results, this tactic is only feasible for very powerful monsters, as they have a good chance of becoming a weaker one. Monsters with high experience level and monster MR may resist polymorphing, so this is not a reliable method to escape impending death. For example, the Riders cannot be polymorphed at level 30. An arch-lich at level 25 will resist 85% of the time if you are level 30 and attempt to polymorph it with a spell; it can never be polymorphed with a wand. Lawful and neutral characters may wish to polymorph humans such as shopkeepers and aligned priests before killing them, to avoid the penalties for murder. Pets Your starting pet will only go so far: cats and dogs reach a normal maximum of level 9 and 72 HP, for example. But you can get more out of it by polymorphing it. Since you cannot control the outcome of a pet's polymorph, the best way to do this is to use a polymorph trap repeatedly until you get a satisfactory result. The trap is never used up by pets and other monsters. If you have magic resistance, you can step onto the trap and then displace your pet onto it. You can also step next to the trap and use a magic whistle until your pet happens to land on the trap. You can also leash your pet and stand next to the trap; it does not want to step onto the trap, but it eventually will. You can also read a scroll of earth, push the boulders around the trap, and then displace your pet onto the trap. If you have many charges in a wand of polymorph, or are able to cast the spell, those are viable alternatives (but beware of system shock, as it will count as you having killed the pet!) Less workable methods are finding chameleon or doppelganger corpses for it to eat, or breaking a potion of polymorph on its body. Displacing your pet onto a trap decreases its tameness by one point. Be wary about displacing pets that have already become somewhat powerful monsters. Pets, like other monsters, can suffer a system shock if you are using the spell, wand, or potion. If the pet experiences a system shock, you will suffer the usual penalties for killing your pet. Once your pet turns into a gray dragon or its baby form, it acquires intrinsic magic resistance and will be immune to all forms of polymorph, except from eating corpses. If it acquires a high level and monster MR, such as if it turns into an arch-lich, it may also become immune. If you do not have a magic whistle or magic resistance to displace your pet, then sessile pets will not polymorph any further. Finally, if you get a shapeshifter and do not have a ring of protection from shape changers, then it will only shapeshift on the trap. Otherwise, you can keep trying. See Pet Β§&nbsp;Preferred pets for pets that many players find useful. You can also gain new pets by polymorphing into an oviparous creature and laying eggs. Self-polymorph Having polymorph control allows you to specify what to polymorph yourself into, unless you are unconscious or stunned. This is subject to the game restrictions. For strategy, see Polymorph control Β§&nbsp;Strategy. An amulet of unchanging blocks polymorph completely, but a ring of protection from shape changers will not. If you are in the form of a metallivore and can eat amulets, eating one may also return you to your original form. Polymorphing into other monsters There are a few special cases when polymorphing in an uncontrolled manner: If you are wearing dragon scales or a dragon scale mail while randomly polymorphed, you turn into a dragon of the same color. See Dragon scale mail Β§&nbsp;Polymorph and effects on armor. If you are already polymorphed into a vampire, you turn into a vampire bat, a fog cloud, or a wolf.[3] If you have lycanthropy, you turn into the corresponding werecreature. You may also suffer system shock and not polymorph. Otherwise, you have a 1⁄5 chance of turning into your own race. Otherwise, you turn into a random creature. If, while wearing dragon scales or a dragon scale mail, you are polymorphed into a dragon of the same color, the dragon scales will be merged into your skin. Changing back Polymorphing yourself is never permanent, unless you polymorph into your own race (see Β§&nbsp;Polymorphing into your own race). Otherwise, you will stay in monster form for 499+1d500 turns.[4] If your new monster form has a higher experience level than you, the timeout is scaled down in proportion to the levels.[5]. To be precise, the polymorph duration will be multiplied by . E.g., if a XL 2 player polymorphs into a master mind flayer (XL 13), the duration will be at most 153 turns: If the timeout ends but you are wearing an amulet of unchanging, between 1 and (1&nbsp;+ 100&nbsp;Γ— mlevel) turns are added to the timeout. mlevel refers to the monster form's experience level. Eating a mimic or stepping on a polytrap while magic resistant or unchanging have no effect on the timeout. If you are killed in your new form because your HP became zero, you will change back: "You return to <race> form!" You will return to your original form with the HP and Pw you had before you polymorphed. However, if you are wearing an amulet of unchanging or are killed in any other way, such as stoning, sickness, hunger, choking, or a touch of death, you will immediately die. Being beheaded by Vorpal Blade or bisected by the Tsurugi of Muramasa are considered deaths by HP loss and return you to original form. You can return to your normal form due to HP loss even when wearing an amulet of life saving, and it is not used up. However, it will protect you from system shock. If you are polymorphed into a problematic form, you can zap a wand at yourself or throw an object upwards &lt; so that it hits you, causing you to lose HP and change back. If you have no hands, a prayer to your god may change you back as well. If a monster is attacking you and reducing your HP, these measures may be unnecessary. Another way to change back is to polymorph into your own race. Being a gray dragon gives you magic resistance, so you cannot change back by looking for another polymorph trap. If you genocide your original race or your role while polymorphed, "You feel dead inside." If you subsequently return to that form, you will die, even if wearing an amulet of life saving: "Unfortunately, you are still genocided..." If you quit before you return to your base form, the game-end message will be "quit while already on Charon's boat". Attributes, intrinsics, and other stats A user has suggested improving this page or section as follows: "Please update: confirm 1 point drop in maximum power when unpolymorphing and whether it also applies to lycanthropy." Your new HP is determined by the monster form's base level. This level is displayed instead of your experience level in the status bar, eg. HD: 13 for a master mind flayer. Your "real" level can be determined from spell failure rates (e.g. for the quest). Any change in current or maximum HP is temporary. Your Pw persists between forms. Your strength, dexterity, constitution, intelligence, and charisma (but not wisdom) are saved when you polymorph to a monster, and restored when you get back to your old form, no matter what happened when you were polymorphed. For instance, if you had strength 16 and polymorphed to a dragon, your strength will be 18/**. If you eat a poisonous killer bee corpse, your strength may be reduced to 18/97, but after returning to an old form, your strength will again be 16. Things are different with intrinsics. As a monster you will enjoy all intrinsics which you had before you polymorphed, all intrinsics of your new species, and all extrinsics acquired by magic items which you are wearing or wielding. You may acquire new intrinsics, and they will stay with you after returning to your old form. Therefore, if you became a dragon, it is a good idea to eat killer bees: the poison resistance which you obtain will stay with you, while the decline in your strength will not. Hunger is not affected by polymorphing or returning back, only by polymorphing into your own race. Amulets of change, if worn when polymorphed, change both your sex as your polymorphed form (if there are both male and female monsters of this kind) and your base form sex. Players polymorphed into a jabberwock, adult dragon, raven, or crocodile will not stone monsters with a wielded cockatrice corpse.[6] Polymorphing into your own race Polymorphing into your own race is a special case. It does not break polyselfless conduct. Instead of being temporarily changed to a monster, you see the message "You feel like a new <race>!" and your character is randomly and permanently changed: It adjusts your experience level by βˆ’2 to +2 levels.[7] If the new level is higher than 30, it becomes 30. If the new level is lower than 1, you die ("Your new form doesn't seem healthy enough to survive.") If saved by an amulet of life saving, you restore your old experience level. If the new level is lower than the old one, it cannot be cured by a blessed potion of full healing. Your innate properties, resistances, and skill slots are adjusted to match your new level. Your strength, dexterity, constitution, and charisma change by βˆ’2 to +2 points (attrib.c). Your maximum HP and energy are readjusted according to your new level and attributes in the following manner:[8] First, all HP and energy gained by leveling is removed. (The game stores these values whenever you level.) Then, the remainder is randomly multiplied by one of (80%, 90%, 100%, 110%), separately rolled for HP and energy. The result is set equal to the new level if it ends up lower. Then your HP and energy are increased as if you'd leveled to your new level from 1, taking in account your current constitution and wisdom bonuses. Finally, your current HP and energy are adjusted proportionally to the change of maximum HP and energy. You have a 1⁄10 chance of changing gender. It sets your nutrition to a random value from 500 to 999.[9] It cures both illness and food poisoning.[10] It cures stoning, if you had been stiffening. It technically cures sliming, but slime remains on your body; thus, the sliming process restarts and you have 10 turns to live.[11] If your current HP is now 0 or negative, but you have polymorph control, it becomes 1 instead. If your current HP is now 0 or negative, and you do not have polymorph control, you die. If you are wearing an amulet of life saving, you survive, but the checks for sliming and retouching your inventory are skipped. It does not cure blindness, nor does it remove any of your intrinsics unless they were given by experience levels that you lost. This process has curing effects, but for healthy adventurers, the DevTeam seems to have intentionally designed this function so that there is an equal chance that each adjustment is beneficial or harmful. As xanthian explains to rgrn, the expected value of the level change is zero. Because this function does not call rnl, your luck has no effect here. You also cannot use a unicorn horn or other such cure to regain any lost levels or attributes. A comment[12] explains how the source code adjusts your peak level to prevent this. The redist_attr function sets both your current and peak attributes, too. The becoming of a new "man" many times is thus no way to raise your experience level or your attributes. Performing it once after maximizing your constitution and wisdom may yield a maximum HP and energy boost, though, since the level-up bonuses were likely originally obtained with lower attributes. In 3.4.3 Prior to NetHack 3.6.0, HP and energy changed differently: they were grown or shrunk in direct proportion to your level change, then a further adjustment of βˆ’9 to +9 points was applied.[13] It was consequently possible to bias the changes deliberately. At a very low experience level, polymorph has an equal chance of raising your level, or decreasing it and killing you. By cheating death with an amulet of life saving, one could accumulate the effects of gaining levels, which multiplied hit points and power. This was known as the polyself bug. Other special cases Polymorphing to your own race while being a monster just returns you to your basic form and then makes you "a new <race>" as in the previous section. Polymorphing to a monster while already being monster is equivalent to returning to your human form and immediately polymorphing to the target monster. If you polymorph to a monster while already the same species, you see the message "You feel like a new <species>!" Variants SLASH'EM In SLASH'EM, the attack of a genetic engineer can polymorph you or other monsters, and nd the #youpoly extended command allows controlled polymorphing at will for races and roles with that ability. Polymorph itself functions in a considerably different manner, detailed below. Most monster and item polymorphs are temporary: Polymorphed items revert back to their original form after 500–999 turns, and polymorphed monsters revert back to their original form after 1000–1999 turns.[14][15] For monsters, the change can only be made permanent by stoning the monster, then re-animating them with the spell of stone to flesh; items can be "fixed" in their current form by dipping them in a potion of restore ability. Killing a polymorphed monster causes them to revert to its original form with reduced HP. This makes dangerous enemies much harder to kill by polymorphing them into a weaker form, and hostile shapeshifters such as chameleons and lycanthropes become especially difficult, since they can often shapechange again before you can deal a finishing blow. Polymorphing shopkeepers is no longer reliable for the purposes of killing them, though turning them into a weaker monster can disable, immobilize, or slow them enough for you to rob the store without killing them. Furthermore, it is no longer a simple matter to permanently upgrade your pet with polymorph. If you polymorph into an intelligent monster with an attack that requires direct contact (biting, tentacles, etc), you will not use this attack against petrifying monsters, as opposed to being instantly stoned - attacking bare-handed will still stone you, however. If melee damage rehumanizes you, your monster difficulty can be subtracted from your current and maximum hit points. This always occurs if the polymorph was controlled, and has a 1⁄3 chance of occurring otherwise.[16] Polymorphed objects in SLASH'EM will also eventually revert, making polypiling of rings, wands, and equipment much less effective (and potentially dangerous, e.g. if you start wearing an amulet of life saving that used to be an amulet of strangulation). However, a polymorphed object in SLASH'EM can be fixed to its new form by being dipped in a potion of restore ability. Objects that vanish after a single use, such as potions and scrolls, will function as normal. Objects which have been polymorphed and will eventually revert are not marked as such in a normal game, but in wizard mode will appear with the description "hazy", e.g. "a hazy key". xNetHack xNetHack includes a polyinit option, which allows you to play the game permanently polymorphed into any monster except for unique monsters and player monsters. Besides those, this option allows forms that are normally inaccessible, such as an Archon or shade, though the game may be unstable in this state. This is a non-scoring game mode. SlashTHEM The rule chances for polymorph in SLASH'EM are still applicable in SlashTHEM, though temporarily polymorphed objects will appear as "hazy" in normal play. References ↑ mondata.h in NetHack 3.4.3, line 77: See also monst.c, which lists the monsters to which this applies. ↑ polyself.c in NetHack 3.6.1, line 839 ↑ polyself.c in NetHack 3.6.1, line 530 ↑ polyself.c in NetHack 3.4.3, line 396 ↑ polyself.c in NetHack 3.4.3, line 452 ↑ The exact condition for stoning a monster with a wielded cockatrice corpse seems to be: (in natural form or (hit with weapon attack or hit with claw attack in slot 1 or hit with claw attack in slot 2 as a foocubus or hit with any attack in slot 1 as any L)). This also excludes the invalid polyforms Ixoth, Demogorgon, and Chromatic Dragon. ↑ polyself.c in NetHack 3.4.3, line 138 ↑ src/polyself.c in NetHack 3.6.0, line 292 ↑ polyself.c in NetHack 3.4.3, line 188 ↑ polyself.c in NetHack 3.4.3, line 190: This calls make_sick in potion.c with SICK_ALL ↑ polyself.c in NetHack 3.4.3, line 210 ↑ polyself.c in NetHack 3.4.3, line 144 ↑ polyself.c in NetHack 3.4.3, line 169 ↑ timeout.c in SLASH'EM 0.0.7E7F2, line 455 ↑ timeout.c in SLASH'EM 0.0.7E7F2, line 590 ↑ mhitu.c in SLASH'EM 0.0.7E7F2, line 2555 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. </species></race></race></race></monster>
# 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 17:14, 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 (Β±123) The page size changed by this number of bytes 23 July 2023 &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;12:29&nbsp; Couatlβ€Žβ€Ž (2 changes | history) . . (+48)β€Ž . . [Umbire the Phantomβ€Ž; Noisytootβ€Ž] &nbsp;m&nbsp;&nbsp;&nbsp; 12:29 (cur | prev) . . (-51)β€Ž . . Umbire the Phantom (talk | contribs) (β†’β€ŽStrategy: word choice) &nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 12:23 (cur | prev) . . (+99)β€Ž . . Noisytoot (talk | contribs) (dNetHack couatls have random spellcasting) 18 July 2023 &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;10:57&nbsp; Manesβ€Ž (diff | hist) . . (+54)β€Ž . . Tomsod (talk | contribs) (mention nonliving)
# File:Squeaky board.png File File history File usageNo higher resolution available. Squeaky_board.png β€Ž(16 Γ— 16 pixels, file size: 217 bytes, MIME type: image/png) A 16x16 vanilla NetHack tile of the item 'squeaky board'. File history Click on a date/time to view the file as it appeared at that time. Date/TimeThumbnailDimensionsUserComment current12:35, 1 August 200616 Γ— 16 (217 bytes)BotFenix (talk | contribs)A 16x16 vanilla NetHack tile of the item 'squeaky board'. Category:16x16 tiles You cannot overwrite this file. File usage The following 2 pages uses this file: List of vanilla NetHack tiles Squeaky board
# 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 17:07, 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 (Β±123) The page size changed by this number of bytes 24 July 2023 &nbsp;m&nbsp;&nbsp;&nbsp;16:09&nbsp; EvilHackβ€Žβ€Ž (3 changes | history) . . (+1,958)β€Ž . . [K2β€Ž (3Γ—)] &nbsp;m&nbsp;&nbsp;&nbsp; 16:09 (cur | prev) . . (+1,831)β€Ž . . K2 (talk | contribs) (β†’β€ŽShields: details) &nbsp;m&nbsp;&nbsp;&nbsp; 15:42 (cur | prev) . . (+113)β€Ž . . K2 (talk | contribs) (β†’β€ŽGame mechanics: placeholder for new skills) &nbsp;m&nbsp;&nbsp;&nbsp; 15:15 (cur | prev) . . (+14)β€Ž . . K2 (talk | contribs) (β†’β€ŽAir: more wording) 23 July 2023 &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;08:36&nbsp; EvilHackβ€Ž (diff | hist) . . (-82)β€Ž . . Umbire the Phantom (talk | contribs) (pass for word choice and rephrasing) 21 July 2023 &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;14:30&nbsp; EvilHackβ€Žβ€Ž (3 changes | history) . . (+1,487)β€Ž . . [K2β€Ž (3Γ—)] &nbsp;m&nbsp;&nbsp;&nbsp; 14:30 (cur | prev) . . (+17)β€Ž . . K2 (talk | contribs) (β†’β€ŽMajor changes: convicts and thievery) &nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 14:17 (cur | prev) . . (+1,444)β€Ž . . K2 (talk | contribs) (β†’β€ŽGame mechanics: open air) &nbsp;m&nbsp;&nbsp;&nbsp; 13:42 (cur | prev) . . (+26)β€Ž . . K2 (talk | contribs) (β†’β€ŽGame mechanics: move artifact twoweaponing behavior under 'twoweaponing' section) 18 July 2023 &nbsp;m&nbsp;&nbsp;&nbsp;04:53&nbsp; EvilHackβ€Ž (diff | hist) . . (0)β€Ž . . K2 (talk | contribs) (build date)
# File:Glaives.png File File history File usageNo higher resolution available. Glaives.png β€Ž(176 Γ— 143 pixels, file size: 2 KB, MIME type: image/png) A diagram showing some real glaives. This page is based on a spoiler by Tom Fine, available at http://hea-www.harvard.edu/~fine/Fun/polearms.html File history Click on a date/time to view the file as it appeared at that time. Date/TimeThumbnailDimensionsUserComment current16:27, 29 September 2006176 Γ— 143 (2 KB)Jayt (talk | contribs)A diagram showing some real glaives. {{basedon|name=Tom Fine|url=http://hea-www.harvard.edu/~fine/Fun/polearms.html}} Category:Diagrams You cannot overwrite this file. File usage There are no pages that use this file.
# 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 (Β±123) The page size changed by this number of bytes 24 July 2023 &nbsp;m&nbsp;&nbsp;&nbsp;16:09&nbsp; EvilHackβ€Žβ€Ž (3 changes | history) . . (+1,958)β€Ž . . [K2β€Ž (3Γ—)] &nbsp;m&nbsp;&nbsp;&nbsp; 16:09 (cur | prev) . . (+1,831)β€Ž . . K2 (talk | contribs) (β†’β€ŽShields: details) &nbsp;m&nbsp;&nbsp;&nbsp; 15:42 (cur | prev) . . (+113)β€Ž . . K2 (talk | contribs) (β†’β€ŽGame mechanics: placeholder for new skills) &nbsp;m&nbsp;&nbsp;&nbsp; 15:15 (cur | prev) . . (+14)β€Ž . . K2 (talk | contribs) (β†’β€ŽAir: more wording) 23 July 2023 &nbsp;m&nbsp;&nbsp;&nbsp;11:49&nbsp; Object materialsβ€Ž (diff | hist) . . (+20)β€Ž . . Umbire the Phantom (talk | contribs) (lede, word choice) &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;10:38&nbsp; Iron shoesβ€Žβ€Ž (3 changes | history) . . (+1,812)β€Ž . . [Umbire the Phantomβ€Ž (3Γ—)] &nbsp;m&nbsp;&nbsp;&nbsp; 10:38 (cur | prev) . . (+1)β€Ž . . Umbire the Phantom (talk | contribs) (β†’β€ŽEvilHack: *) &nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 10:38 (cur | prev) . . (+1,403)β€Ž . . Umbire the Phantom (talk | contribs) (variant work go) &nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 09:13 (cur | prev) . . (+408)β€Ž . . Umbire the Phantom (talk | contribs) (refsrc, history, ver, prepare variant section) &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;09:21&nbsp; Elven leather helmβ€Ž (diff | hist) . . (-30)β€Ž . . Umbire the Phantom (talk | contribs) (β†’β€ŽdNetHack: word choice, potholes) &nbsp;m&nbsp;&nbsp;&nbsp;09:16&nbsp; Dwarvish bootsβ€Ž (diff | hist) . . (+9)β€Ž . . Umbire the Phantom (talk | contribs) (change target) (Tag: Redirect target changed) &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;09:16&nbsp; Racial monsterβ€Ž (diff | hist) . . (-72)β€Ž . . Umbire the Phantom (talk | contribs) (β†’β€ŽRacial equipment: potholes, fix descriptions) &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;08:36&nbsp; EvilHackβ€Ž (diff | hist) . . (-82)β€Ž . . Umbire the Phantom (talk | contribs) (pass for word choice and rephrasing) 21 July 2023 &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;14:30&nbsp; EvilHackβ€Žβ€Ž (3 changes | history) . . (+1,487)β€Ž . . [K2β€Ž (3Γ—)] &nbsp;m&nbsp;&nbsp;&nbsp; 14:30 (cur | prev) . . (+17)β€Ž . . K2 (talk | contribs) (β†’β€ŽMajor changes: convicts and thievery) &nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 14:17 (cur | prev) . . (+1,444)β€Ž . . K2 (talk | contribs) (β†’β€ŽGame mechanics: open air) &nbsp;m&nbsp;&nbsp;&nbsp; 13:42 (cur | prev) . . (+26)β€Ž . . K2 (talk | contribs) (β†’β€ŽGame mechanics: move artifact twoweaponing behavior under 'twoweaponing' section) 20 July 2023 &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;03:09&nbsp; Dragon scale mailβ€Ž (diff | hist) . . (+93)β€Ž . . Noisytoot (talk | contribs) (Red dragon scale shields do not grant flying in dNetHack) &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;01:17&nbsp; Iron shoesβ€Ž (diff | hist) . . (+147)β€Ž . . Tomsod (talk | contribs) (β†’β€ŽStrategy: metal boots penalty is just 2) 19 July 2023 &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;17:18&nbsp; Dragon scale mailβ€Žβ€Ž (3 changes | history) . . (+179)β€Ž . . [Noisytootβ€Ž (3Γ—)] &nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 17:18 (cur | prev) . . (+35)β€Ž . . Noisytoot (talk | contribs) (dNetHack has deep DSM too) &nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 16:49 (cur | prev) . . (+26)β€Ž . . Noisytoot (talk | contribs) (Orange DSM also grants hallucination resistance in dNetHack) &nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 16:46 (cur | prev) . . (+118)β€Ž . . 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.) 18 July 2023 &nbsp;m&nbsp;&nbsp;&nbsp;04:53&nbsp; EvilHackβ€Ž (diff | hist) . . (0)β€Ž . . K2 (talk | contribs) (build date)
# File:Huge chunk of meat.png File File history File usageNo higher resolution available. Huge_chunk_of_meat.png β€Ž(16 Γ— 16 pixels, file size: 239 bytes, MIME type: image/png) A 16x16 vanilla NetHack tile of the object 'huge chunk of meat'. File history Click on a date/time to view the file as it appeared at that time. Date/TimeThumbnailDimensionsUserComment current12:09, 1 August 200616 Γ— 16 (239 bytes)BotFenix (talk | contribs)A 16x16 vanilla NetHack tile of the object 'huge chunk of meat'. Category:16x16 tiles You cannot overwrite this file. File usage The following 10 pages uses this file: Huge chunk of meat List of vanilla NetHack tiles 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
# Moat Dungeon features &nbsp;&nbsp;Air _&nbsp;Altar #&nbsp;Corridor #&nbsp;Cloud #.&nbsp;Drawbridge +-|&nbsp;Door .&nbsp;Doorway {&nbsp;Fountain |&nbsp;Headstone .&nbsp;&nbsp;Floor &gt;&lt;&nbsp;Ladder .&nbsp;Ice #&nbsp;Iron&nbsp;bars }&nbsp;Lava }&nbsp;Moat #&nbsp;Sink &nbsp;&nbsp;Solid&nbsp;rock &gt;&lt;&nbsp;Staircase \&nbsp;Throne ^"&nbsp;Trap #&nbsp;Tree -&nbsp;|&nbsp;Wall ~&nbsp;Vibrating square Moats, pools and swamps, }, are bodies of deep water. You cannot swim in your natural form. Entering a water square without any precautions will cause you to fall in ("You sink like a rock!"). If there is a floor tile next to the water (with no monster on it), you will try to climb out safely;[1] otherwise you can drown. If your encumbrance status is at least stressed (or burdened, if you are punished), you will automatically drop some of your gear into the water to lose enough weight to be able to climb out and avoid drowning.[2] However, you might not be able to drop worn armor or a cursed loadstone in time to avoid drowning.[3] Even if you make it out, you risk water damage to your items. Water can be found at Fort Ludios, the Castle, the Wizard of Yendor's room, Juiblex's swamp and Medusa's level, and after digging down on a fountain, among other places; see below for a complete list. Many sea monsters live in water areas. They will try to grab you and drown you. To avoid this, you should detect and evade the relatively slow eels, or wear a non-cursed oilskin cloak or greased armor. If you can detect the sea monsters from afar, you may kill them with some spells, missiles or polearms. In case this is not an option, you should always have some escape items in your inventory. Contents 1 Destroying water 1.1 Boil it away 1.2 Freeze it solid 1.3 Fill it in 2 Getting across water 3 Retrieving items 4 Pool vs. moat vs. water 5 FIQHack 6 Encyclopaedia entry 7 References Destroying water Boil it away Water can be evaporated with a wand of fire, fire horn, potion of oil, or the fireball spell. You can also polyself into or exploit nearby red dragons and red nagas whose breath attacks can evaporate water. Only water in pools can be evaporated; see Β§&nbsp;Pool vs. moat vs. water below. Some water evaporates. Something evaporated a water tile. Freeze it solid Water can be frozen into ice with a wand of cold, frost horn, or the cone of cold spell. You can also polyself into or exploit nearby silver and white dragons and winter wolves whose breath attacks can freeze water. Beware of red nagas and red dragons which can melt the ice, and note that ice may melt over time. The Amulet of Yendor and invocation items will appear on top of the newly-created ice. For other items, dig a pit in the resulting ice to retrieve the objects. Beware the pit filling back up from adjoining non-frozen waterβ€”see Β§&nbsp;Pool vs. moat vs. water below. The water freezes. Something froze a water tile. Fill it in Use a boulder to fill up the tile, making it solid ground. This has a 90% chance of success, and always consumes the boulder. Just as when the water freezes, the amulet and invocation items float, while others will need to be dug out. You push the boulder into the water. You pushed a boulder onto a water tile. Now you can cross it! The water tile was filled in. It sinks without a trace! The water tile was not filled in. This happens 10% of the time. There is a large splash as the boulder fills the water. A boulder generated by scroll of earth or thrown landed directly on a water tile and filled it in. There is a large splash as the boulder falls into the water. It sinks without a trace! As above, but the boulder failed to fill in the water tile. Getting across water Water squares can be passed in several ways. These include (roughly in order of usefulness and desirability): Levitate over the water. Wear water walking boots and walk over them. Jump over the water. There need to be closely spaced islands for this method to work (this is the case, for example, on Medusa's Island). Teleport to the other side of the water. This is only occasionally helpful, as most bodies of water are on no-teleport levels. Fill in the water using boulders, perhaps from a scroll of earth. Freeze the water using a wand of cold, the cone of cold spell, or some other means such as a breath attack. Be aware that fire can melt the ice and drown you if you're walking on it. Evaporate the water with a wand of fire, the fireball spell, or some other means such as a breath attack. This only works with pools (see Β§&nbsp;Pool vs. moat vs. water below). Wear an amulet of magical breathing and walk through the water (your objects will become wet). Saddle and ride a flying or levitating pet. (There are no rideable amphibious or floating monsters. A rideable breathless monster would just drown you, if one existed.) Polymorph into a flying, levitating, floating, amphibious, or breathless monster. Get punished, pick up your iron ball, and throw it over the water, having the ball pull you along. Be careful where the ball landsβ€”if it lands in the water, it will pull you down and drown you! Step into the water and hope to climb back up on the correct side (your objects will become wet). You can repeat this process as many times as necessary, but you can only cross a one-tile-wide water barrier this way. (This works for the Castle's moat if you have no other means of getting across.) Retrieving items Items that have fallen into a pool or moat do not disappear; rather they remain at the bottom. They can be retrieved in one of several ways: Zap a wand of teleportation or spell of teleport away at the pool or moat and find the teleported items. (This works all right on levels that are mostly land, but is generally a bad idea on watery levels, as the item will likely end up in the water someplace else and be difficult to find again.) Wear an amulet of magical breathing. Polymorph into a amphibious or breathless monster. Flying, levitating, and floating monsters cannot pick up underwater items. This includes monsters that are also breathless (wraiths).[4] Successfully apply a bullwhip downward while flying or levitating over the square. Freeze the water, then dig out the item. Fill in the water, then dig out the item. Evaporate the water. If you use any other method to get above the water and try to pick things up, you will fail. ("You cannot dive into the water to pick things up", or "You can't even see the bottom, let alone pick up something" if breathless and flying/levitating/floating.) This is a generic message and does not reveal if the square actually contains items to retrieve. Pool vs. moat vs. water According to the source code, there are three types of watery terrain; "WATER" terrain is found only on the Plane of Water, and cannot be altered directly by the player. All other watery terrain is either "POOL" or "MOAT". Note that NetHack does not necessarily report "MOAT" as "moat"; it may be described as "swamp" (Juiblex's Swamp), "water" (Medusa's Island) or "moat" (any other level).[5] In most respects, the terrain types "POOL" and "MOAT" behave identically. They cannot be distinguished easily by the player. However, moats are considered to have considerably more water in them than pools. Their behavior differs in the following respects: Pools can be evaporated with rays or explosions of fire; moats cannot.[6] You need three adjacent pools to have a chance of having a pit you dig filled with water. You only require a single adjacent moat square.[7] Pools have a 1⁄10 chance of containing a kelp frond, while moat squares have a 1⁄30 chance of containing one.[8] Moat squares are considered contiguous with adjacent moat squares for the purposes of dragging a heavy iron ball; pools are not.[9] When you die from drowning, moats are reported as "moat" unless you are on the Medusa's Island level. Otherwise, you drowned in a "pool of water". This means that the MOAT terrain of Juiblex's swamp counts as a "moat" for this death message.[10][11] Water under a drawbridge is always a moat.[12] In wizard mode, you can only wish for pools, not moats (or water). The easiest way to distinguish the type of water you are dealing with is by where it is: Overflowing fountains produce pools.[13] The swamp special room contains pools.[14] The water created during the invocation ritual is moat.[15] The following special levels contain only moats at the start (any water produced from a fountain will still be pools): Fort Ludios Medusa's Island The Castle Both fake and genuine Wizard's Towers. Archeologist quest Rogue quest Tourist quest Wizard quest The following special levels contain only pools: Barbarian quest Healer quest Knight quest The following special levels contain pools and moats: The Valkyrie quest; water that starts as liquid, around lava pools, is pool. Water that starts frozen is frozen moat. Juiblex's Swamp; almost all the water is moat. There are six pools, four in a diamond shape in the middle of the central island, and two more within another island to the right, separated by a single square. The Samurai quest; almost all the water is pools. On the locate level, there are a small number of moat squares within the castle. FIQHack Monsters in FIQHack can crawl (or teleport) out of water to save themselves from drowning. Encyclopaedia entry Day after day, day after day, We stuck, nor breath nor motion; As idle as a painted ship Upon a painted ocean. Water, water, everywhere, And all the boards did shrink; Water, water, everywhere Nor any drop to drink. [ The Rime of the Ancient Mariner, by Samuel Taylor &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Coleridge ] References ↑ trap.c in NetHack 3.4.3, line 2902 ↑ trap.c in NetHack 3.4.3, line 2930 ↑ trap.c in NetHack 3.4.3, line 2772 ↑ hack.c in NetHack 3.4.3, line 1858 ↑ mkmaze.c in NetHack 3.4.3, line 1147 ↑ zap.c in NetHack 3.4.3, line 3576 ↑ dig.c in NetHack 3.4.3, line 443 ↑ mklev.c in NetHack 3.4.3, line 850 ↑ ball.c in NetHack 3.4.3, line 564 ↑ mhitu.c in NetHack 3.4.3, line 1233 ↑ trap.c in NetHack 3.4.3, line 2947 ↑ dbridge.c in NetHack 3.4.3, line 171 ↑ fountain.c in NetHack 3.4.3, line 104 ↑ mkroom.c in NetHack 3.4.3, line 446 ↑ mklev.c in NetHack 3.4.3, line 1467
# 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 (Β±123) The page size changed by this number of bytes 23 July 2023 &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;22:42&nbsp; Weaponβ€Ž (diff | hist) . . (+495)β€Ž . . Cathartes (talk | contribs) (β†’β€ŽDescription: 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) 20 July 2023 &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;01:28&nbsp; Erosionβ€Ž (diff | hist) . . (+141)β€Ž . . Tomsod (talk | contribs) (β†’β€ŽStrategy: blessing may be enough)
# User talk:AWabbit Welcome! Welcome! Hi, AWabbit! 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 07:58, 22 Jul 2023 (UTC) -- New user message (talk) 18:53, 26 May 2013 (UTC)
# Spellbook of detect monsters spellbook of +   detect monsters   Appearance random Abundance 4.37% Base price 100 zm Weight 50 Turns to read 1 Ink to write 5–9 Spell type divination Level 1 Power cost 5 Pw Direction non-directional Equivalent potion of monster detection In NetHack, the spellbook of detect monsters teaches the detect monsters spell. Effects At unskilled or basic skill level, the spell functions as an uncursed potion of monster detection, displaying the monsters of that dungeon level against a black background with no map detail, and allowing you to select monsters with the cursor to identify them; once you end the effect, the monsters revealed by the spell vanish from view.[1] At skilled or expert level it functions as a blessed potion, revealing monsters on the map for 21–60 (more) turns; if you already have over 300 turns of monster detection, only one turn is added.[2] Strategy As a level 1 divination spell, it is useful for training the divination skill, which contains several of the game's best utility spells. At low skill, it is not as useful as light, especially if you already have intrinsic telepathy from a floating eye. Once you reach Skilled, however, it becomes quite useful, serving as a superior alternative to blind or extrinsic telepathy. Unlike telepathy, monster detection can reveal brainless monsters, and does so across the entire map. This reveals the location of every monster on the level and lets you plan your movements accordingly. It does, however, wear off rather quickly. It is most effective if combined with magic mapping. References ↑ src/spell.c in NetHack 3.6.6, line 1161 ↑ src/potion.c in NetHack 3.6.6, line 816
# File:Icelandic Magical Stave toustefna.svg File File history File usageSize of this PNG preview of this SVG file: 300 Γ— 75 pixels. Other resolutions: 320 Γ— 80 pixels | 640 Γ— 160 pixels | 800 Γ— 200 pixels | 1,024 Γ— 256 pixels | 1,280 Γ— 320 pixels. Original file β€Ž(SVG file, nominally 300 Γ— 75 pixels, file size: 35 KB) This file is from Wikimedia Commons, a repository of freely licensed educational media. It may or may not have anything to do with NetHack. The description on its file description page at Wikimedia Commons is shown below. DescriptionIcelandic Magical Stave toustefna.svg English: One of the Icelandic magical staves, traced from images here. Images traced are in the public domain. Date 11 August 2009 Source Own work Author Schwerdf Licensing I, the copyright holder of this work, hereby publish it under the following license: This file is licensed under the Creative Commons Attribution 3.0 Unported license. You are free: to share – to copy, distribute and transmit the work to remix – to adapt the work Under the following conditions: attribution – You must give appropriate credit, provide a link to the license, and indicate if changes were made. You may do so in any reasonable manner, but not in any way that suggests the licensor endorses you or your use. https://creativecommons.org/licenses/by/3.0CC BY 3.0 Creative Commons Attribution 3.0 truetrue CaptionsEnglishAdd a one-line explanation of what this file representsItems portrayed in this filedepictscreatorsome valueauthor name string: SchwerdfWikimedia username: SchwerdfURL: http://commons.wikimedia.org/wiki/User:Schwerdfcopyright statuscopyrightedcopyright licenseCreative Commons Attribution 3.0 Unportedinception11 August 2009source of fileoriginal creation by uploader File history Click on a date/time to view the file as it appeared at that time. Date/TimeThumbnailDimensionsUserComment current02:56, 12 August 2009300 Γ— 75 (35 KB)Schwerdf{{Information |Description={{en|1=One of the Icelandic magical staves, traced from images [http://www.vestfirdir.is/galdrasyning/magical_staves2.php here.] Images traced are in the public domain.}} |Source=Own work by uploader |Author=[[User:Schwerdf|Schw File usage The following page uses this file: User:Chris/dNetHack/Toustefna
# Potion of speed ! Name speed Appearance random Base price 200 zm Weight 20 Monster use May be used by monsters as misc items. A potion of speed is a potion that appears in NetHack. Contents 1 Generation 2 Effects 3 Strategy 4 History 5 Messages 6 Variants 6.1 SLASH'EM 6.2 xNetHack 6.3 SlashTHEM 7 See also 8 References Generation Randomly generated monsters may receive a potion of speed as a miscellaneous item, with a 5⁄6 chance of one appearing in a monster's starting inventory if a speed item is chosen.[1] Effects Quaffing a potion of speed temporarily grants very fast speed and heals wounded legs. The duration of higher speed depends on the potion's beatitude: Blessed: 160–169 turns Uncursed: 100–109 turns Cursed: 40–49 turns Quaffing the potion while already very fast adds the number of turns to the current duration if applicable. Inhaling vapors from a shattered potion gives you 1-5 turns of very fast speed and prompts you to type-name the potion. 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. Quaffing a non-cursed potion of speed gives permanent intrinsic speed in addition to the temporary intrinsic. (commit 95972d71) Strategy Early in the game, a potion of speed allows you to outrun enemies you either aren't ready for or need separation from (e.g., Team Ant), or pummel enemies that have you trapped - even cursed potions are worth drinking in this regard. If you find or decide to wish for speed boots later on, these potions become viable candidates for alchemy: they are typically preferred for upgrading healing potions to extra healing potions, and this also works for dipping a stack of them in a potion of healing. Even so, potions of speed can still serve uses in the endgame - if you decide to swap your speed boots for jumping boots on the Astral Plane, a potion of speed will allow you to remain very fast. This is particularly useful if you are also using a wand of teleportation, because it increases your chances of being able to jump through the path you have cleared before monsters can reoccupy it. History The potion of speed has been present in the game since Hack 1.21, a variant of Jay Fenlason's Hack. Messages You are suddenly moving much faster. You gained very fast speed from quaffing the potion. Your legs get new energy. You extended the duration of very fast speed by quaffing the potion. Your knees seem more flexible now. You inhaled the vapors from a shattered or boiled potion of speed. Variants SLASH'EM In SLASH'EM, two potions of speed can be found in the outside area of Grund's Stronghold, and four more are placed within the stronghold itself. xNetHack In xNetHack, the potion of speed gives intrinsic speed and a short duration of very fast speed, making it the replacement for the wand of speed monster (which grants temporary very fast speed) as an intrinsic speed source; potions of speed are also less likely to be used for alchemy as a result. SlashTHEM In SlashTHEM, in addition to SLASH'EM details, brewing a potion of speed using a chemistry set uses up three charges. See also Steelypips.org's potion of speed spoilers for NetHack 3.4.3 References ↑ src/muse.c in NetHack 3.6.7, line 2034
# Talk:Item (SLASH'EM) I encountered "steel boots" in SLASH'EM (randomly). Brown "[", which I thought was strange. Identified as jumping boots. --4.30.147.166 19:57, 12 July 2013 (UTC) Just a random item appearance in SLASH'EM. However, there aren't any new random boots in SLASH'EM: steel boots just replace buckled boots as a random appearance. Not sure why, exactly, though I do agree the appearance is a little confusing, especially since unless they're kicking boots, steel boots aren't metal. -Ion frigate (talk) 00:24, 13 July 2013 (UTC)
# Vulture A screenshot of Vulture's Eye. First screen of the graphical intro. Vulture is an isometric graphical user interface for NetHack, SLASH'EM, and UnNetHack. The Vulture project continues the abandoned Falcon's Eye project and is maintained by Clive Crous. Vulture is an answer to anyone who believes that the interface of NetHack is too primitive. Vulture contains comparatively lavish graphics and also boasts background music and sound effects. Vulture was previously known as Vulture's Eye for NetHack and Vulture's Claw for SLASH'EM, or generically as Vulture's to refer to both projects. Clive Crous has renamed the project simply "Vulture" to reflect its forthcoming embrace of UnNetHack and SporkHack. Vulture was recently added to Steam, and there are plans to include SLASH'EM and UnNetHack as free DLC. Contents 1 Rotated perspective 2 Distribution 3 History 4 External Links Rotated perspective In contrast to other interfaces, Vulture rotates the entire map by forty-five degrees. North in traditional interfaces becomes northwest in Vulture. To make a diagonal move (across the corner of a square) with the number_pad, you would press 7931 for traditional interfaces but 8624 for Vulture. Distribution The website provides Vulture in free download as source code for multiple platforms. Binaries, previously available for free download, are now commercial. The developer has stated that the source code for the Vulture project will remain free and open. The distribution is not a patch; it includes a copy of NetHack or SLASH'EM, with modifications to support Vulture. To install Vulture for Unix, you can use the Debian/Ubuntu packages or you'll have to fetch the source code and compile it. To compile it, you will need to have libpng, SDL, GNU make, and a compiler (such as gcc). There is also a precompiled version for the Nokia N900 Phone &amp; Internet Tablet available through the Maemo Program Manager. To install Vulture from source on Mac OSX, see this gist Vulture is also available on Desura and Steam. History Vulture's 2.0.0 was released in April 2006. This release was an involved rewrite of the old core. The game now works with true transparency, 24-bit color, and relies extensively on SDL for its core drawing routines. Vulture's 2.1.1 was released in 12 January 2008. New in 2.1.1: Vulture's Claw receives an update from SLASH'EM 0.0.7E7F2 to SLASH'EM 0.0.7E7F3. Vulture's now supports the vi keys, previously number_pad was always on. Other "bug and performance fixing". Vulture's 2.1.2 was released on 15 July 2008. Quest levels now load properly in the Windows version. Vulture's development moved from Darcs to Subversion sometime between the 2.1.0 and 2.1.1 releases. It moved from Subversion to Git sometime between the 2.1.1 and 2.1.2 releases. Sometime after 2.1.2, Vulture's was renamed to Vulture. Vulture 2.3.67 was released on 5 April 2011, supporting UnNetHack for the first time. Vulture for NetHack - Community Edition 2.4 was released on 30 January 2015, based on NetHack 3.4.3. External Links Official website Steam page Github for MSYS2 version forked from version 2.4
# Talk:Kick You can also kick your steed to make it gallop. Supermagle 07:03, 25 September 2007 (UTC) I know that kicking a wall will wake up monsters (I added an entry to this article). However, does anyone know the 'range' of the sound of the kick? Like, will monsters in a throne room which are on the right side of the level be awoken by a kick made on the left side of the dungeon? Azzkikr 08:22, 25 September 2007 (UTC) All monsters can displace themselves to a random square adjacent to you by dodging a kick, not just flying monsters. If it's a land monster, the monster "jumps, nimbly avoiding your kick". It probably just doesn't hit very often, since I've only seen it with a monk wearing body armor (cursed). It's also notable because it allows monsters to travel to squares they wouldn't be able to reach with normal moves, such as moving to the other side of a character in a one-square-wide hallway, or moving diagonally from an open door, meaning you can get yourself surrounded if you're careless. I'm not sure whether it works with water monsters. 146.201.132.62 17:03, 4 February 2008 (UTC) From alt.org Nethack top deaths top death #982, 22 deaths (0.002%) killed by kicking 0 gold pieces What gives? --PeterGFin 04:52, January 10, 2010 (UTC)
# Houchou (   Houchou   Base item spoon Affiliation chaotic When carried (none) When thrown instakill When invoked (none) Base price 50000 zm Weight 1 Houchou (pronounced /ˈhoʊtΚƒoʊ/ HOH-choh) is a chaotic artifact spoon in SLASH'EM. It is thrown at a target, and if it hits, it instakills the victim. There is no defense against Houchou, but if it hits a target, the tool itself is always destroyed in the process. Contents 1 Obtaining 2 Strategy 3 Origin 4 References Obtaining Because its base item is not randomly generated[1], Houchou will never be found randomly. It can be given as a gift to chaotic characters or wished for by anyone. Being gifted Houchou unrestricts dart skill. Strategy Overall, this is one of the weakest sacrifice gifts. It can only be used once, meaning it provides no lasting benefit to your character, and the fact that it can miss makes it a poor option both for emergency situations, and for taking out powerful peaceful monsters, such as shopkeepers and priests. Later on, it can be used to bypass one particularly difficult fight (for example Demogorgon), but mostly this item just gets in the way of getting a better sacrifice gift, such as Doomblade or the Bat from Hell. Note that throwing Houchou is at least safe: monsters will not throw it back at you, since they are not programmed to throw weapon-tools. The best use of this item is simply to ascend with it. With a price of 50000, it equals about 28 dilithium crystals in score points, while weighing only as much as a single gem. If thrown upwards, Houchou will kill you. Also, don't try to take out One-eyed Sam with this: his amulet of life saving will save him, and he (and his assistants) will be quite angry and ready to behead you with Thiefbane. Origin εŒ…δΈ (hōchō) is Japanese for "kitchen knife". In the Japanese RPG Final Fantasy IV, there is a kitchen knife that could be thrown to instantly kill or severely damage almost any monster. The English localization changed this item to "Spoon", but oddly (and humorously), its effect when usedβ€”instant, violent deathβ€”was kept. It is thus that SLASH'EM's Houchou is a spoon. References ↑ SLASH'EM 0.0.7E7F2/objects.c#line791
# File:Blue dragon scale mail.png File File history File usageNo higher resolution available. Blue_dragon_scale_mail.png β€Ž(16 Γ— 16 pixels, file size: 233 bytes, MIME type: image/png) A 16x16 vanilla NetHack tile of the object 'blue dragon scale mail'. File history Click on a date/time to view the file as it appeared at that time. Date/TimeThumbnailDimensionsUserComment current11:07, 1 August 200616 Γ— 16 (233 bytes)BotFenix (talk | contribs)A 16x16 vanilla NetHack tile of the object 'blue dragon scale mail'. Category:16x16 tiles You cannot overwrite this file. File usage The following 15 pages uses this file: Blue dragon scale mail Dragon scale mail List of vanilla NetHack tiles NetHack 3.2.0 NetHack 3.2.1 NetHack 3.2.2 NetHack 3.2.3 NetHack 3.3.0 NetHack 3.3.1 NetHack 3.4.0 NetHack 3.4.1 NetHack 3.4.2 NetHack 3.4.3 NetHack 3.6.0 NetHack 3.7.0
# File:Large dog.png File File history File usageNo higher resolution available. Large_dog.png β€Ž(16 Γ— 16 pixels, file size: 236 bytes, MIME type: image/png) A 16x16 vanilla NetHack tile of the monster 'large dog'. File history Click on a date/time to view the file as it appeared at that time. Date/TimeThumbnailDimensionsUserComment current08:45, 1 August 200616 Γ— 16 (236 bytes)BotFenix (talk | contribs)A 16x16 vanilla NetHack tile of the monster 'large dog'. Category:16x16 tiles You cannot overwrite this file. File usage The following 20 pages uses this file: Canine Dog Domestic animal 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
# Spellbook of teleport away spellbook of +   teleport away   Appearance random Abundance 1.52% Base price 600 zm Weight 50 Turns to read 36 Ink to write 30–59 Spell type escape Level 6 Power cost 30 Pw Direction beam Equivalent wand of teleportation In NetHack, the spellbook of teleport away allows you to learn the spell of teleport away. Contents 1 Effects 1.1 Teleporting yourself 1.2 Teleporting monsters 2 Strategy 3 History Effects The spell is a beam-type spell that can be aimed at monsters or at yourself. Teleporting yourself Casting this spell at yourself has the same effect as the teleport at will action or zapping yourself with a wand of teleportation - unless you are on a no-teleport level, you teleport to a random square on the current level that you can stand on (e.g. in your default form, you won't end up over water, inside a wall or monster, on a trap, etc.). The teleportation is not inherently controlled, but if you have teleport control, you can use that to control your destination. Teleporting monsters The spell can be used on monsters, with similar effects to a wand of teleportation; the monster will teleport to a random square on the current level on which it can survive. (The major difference is that, as a spell, it costs nutrition and Pw rather than wand charges.) Only a very few monsters can resist the effect (Death, Pestilence, and Famine will normally teleport next to you rather than to a random square); however, note that although covetous monsters can be affected by the spell, there is typically no point in doing so as the monster will simply teleport back next to you as part of its next turn. Strategy Once teleport control is available, the spell can be used as a primary method of travel; prior to NetHack 3.6.2, however, the Pw cost was too high to be sustainable for most characters, even with help from the Eye of the Aethiopica. As with most things that burn so much resources, the obvious use for it would be the ascension run, but there are two factors making the spell less usable for that purpose: the Amulet of Yendor not only blocks 1/3 of teleportation attempts but also increases spell Pw costs (on average, doubling them - meaning that the spell is effectively 3 times as expensive in Pw during an ascension run). Instead, late in the game, the spell is best used to clear your path of monsters. If you do not need the experience, intrinsics, or death drops from a monster – and during the ascension run, you typically don't – teleporting it away is as effective as killing it, and much faster. The spell can even be used on multiple monsters at once, if they happen to form a line; on the Astral Plane, this is sometimes combined with jumping to jump into the gap thus created). Earlier in the game, there are two main uses for the spell. One is as an emergency escape from a dangerous situation, hoping to land somewhere safer. On most levels, you are very likely, but not guaranteed, to land somewhere out of danger; bear in mind that, without teleport control, there is always a chance you will move just a square or two and still be adjacent to whatever danger was threatening you. The other is to escape disconnected areas, which can arise either from vaults or due to a chokepoint that's guarded by monsters you don't want to deal with. However, as a level 6 spell, many characters will not be able to cast it until near the end of the game anyway, and will use other more accessible means of teleportation (e.g., a wand or scroll of teleportation). However, the spell does has some advantages over teleport at will. One is that you can use it even when you don't meet the requirements to teleport at will; in particular, many players wish to avoid gaining teleportitis until they have a reliable source of teleport control, but the spell can be used even without teleportitis. The other is that the spell benefits from hungerless casting. As of NetHack 3.6.2, both actions now cost the same amount of power to perform, providing another advantage to the spell. History In NetHack 3.6.1 and earlier, this spell was somewhat more expensive in Pw than teleport at will; at the time, teleport at will cost 19 Pw, teleport away cost 30 Pw). 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.
# 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 (Β±123) The page size changed by this number of bytes 24 July 2023 &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;16:45&nbsp; Hack'EMβ€Žβ€Ž (3 changes | history) . . (+4,049)β€Ž . . [Hackemslashemβ€Ž (3Γ—)] &nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 16:45 (cur | prev) . . (+78)β€Ž . . Hackemslashem (talk | contribs) (β†’β€ŽTrap Mechanics: Poly trap disappearing) &nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 16:36 (cur | prev) . . (+26)β€Ž . . Hackemslashem (talk | contribs) (β†’β€ŽNew artifacts: Storm Whistle update) &nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 15:08 (cur | prev) . . (+3,945)β€Ž . . Hackemslashem (talk | contribs) (Updates in preparation for 1.2) 19 July 2023 &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;20:21&nbsp; Hack'EMβ€Ž (diff | hist) . . (+92)β€Ž . . Ardub23 (talk | contribs) (Fixed changelog link, and commented out Grandmaster's Robe as it's not yet implemented)
# User:Kernigh/brass/2 Previous Game &lt; 52nd game at Pallas 2nd game of brass Next Game 53rd game at Pallas &gt; During my work with the brass interface patch, I played several test games, mostly in debug mode. Thus this is my 2nd game of brass after my final installation (erasing the playground for the last time). I played this game at 22 September 2006. NetHack brass 040923 Kernigh the chaotic female elven Wizard Score: 6645 Gameplay As in vanilla, I play elf thus randomly choosing between Priest, Ranger and Wizard. For this game I rolled Wizard. I started this way: My first setback occured at turn 703, when Morris discovered a falling rock trap. "Morris is hit by a rock! Morris is killed!" Thus I had no pet. Difficult situations would now require Elbereth and force bolt. At turn 1192, I discovered a general store at Dlvl3. This interested me because in my last game of SLASH'EM, there were no shops but two in Minetown. At Dlvl4 there was a magic whistle, but I had not pet to use it with. I found another general store at Dlvl4. Then at Dlvl5 when at turn 1993 I tamed a kitten and found an armor store. Now things became interesting, for I could use my pet and the whistle to steal armor! By turn 2787, in addition to the CoMR that I started with, I also had: a +0 green robe a +0 plumed helmet a polished silver shield a slippery cloak The robe seemed to be a plain robe, and I could wear it under my cloak in the body armor slot, like in SLASH'EM. The plumed helmet seemed to be an ordinary cheap helmet. I had no boots because I sold back the fumble boots. I knew that the shield was a shield of reflection and that the cloak (not being worn) was an oilskin cloak. I had to visit my Dlvl3 stash to store some things before I could start carrying the shield. Upon wielding it, I discovered that it was a +2 polished silver shield. This gave me an additional incentive to wear the shield, though I would have to remove it to cast spells – both force bolt and detect monsters reached a 54% failure rate despite the robe. Things seemed to go well, with one problem: at experience level 4 I still had only 18 max HP. Sometimes I poked monsters with Sting and took damage before I switched to force bolt, so I often had to retreat and heal. I returned to Dlvl5 and finally convinced my pet, now a housecat, to grab that expensive conical hat from the shop. At turn 5047 I wore it; it was a +0 cornuthaum. Having armor so good, so early distracted from my HP, lower than it would be in vanilla or SLASH'EM. Things started to become bad at Dlvl6, when I went to melee a rabid rat and its first bite (at turn 6383) poisoned me. My stats had read "St:6 Dx:12 Co:9 In:20 Wi:15 Ch:7", with 21 max HP at experience level 5. As I now know, NetHack brass has three types of poison, reducing strength, dexterity, or constitution. NetHack brass also scales max HP with constitution. This rabid rat's poison dropped my constitution by five points to Co:4. My max HP fell by 3 to HP, and my max unburdened carrying capacity dropped from 330 to 230, leaving me burdened because my inventory weighed 236. I needed a unicorn horn, but it was too early in the game. I decided not to #pray, because a read through src/pray.c showed that (as bad as it was for me) reduced constitution is only a minor trouble, so I would need to raise my luck before prayer could heal it. Now I could not fight a group of hill orcs (even with Sting) because they went into the Dlvl6 weapons shop and equipped themselves gratis. I left the orcs in the shop, so I could not shop there. I went down to Dlvl8 anyway (exercising my consitution back up to Co:5). There, a soldier ant surprised me at turn 9625. I was between my new pet little dog and the place where I expect a hidden door: --- ..|@d#f# ..| a ...#### --- # HP:18(22) I pressed [s] once and the door appeared. (I might not have noticed the soldier ant yet.) "The soldier ant bites! (6pts) The soldier ant stings!--More-- The soldier ant's sting was poisoned! (14pts)--More-- You die..." In less than one turn, the solder ant had taken 20 HP. I had not even tried to attack the soldier ant, yet it killed me in one turn. Some features of NetHack brass might be unique, but the soldier ants are as problematic as they were in vanilla. Quotes from the dump Your inventory Weapons y - 6 +0 darts named safe z - a +0 boomerang named safe E - the +0 Sting (weapon in hand) J - 4 +0 shuriken named safe Armor b - an uncursed +0 cloak of magic resistance q - an uncursed +0 cloak of displacement named safe (being worn) B - an uncursed +0 pair of water walking boots named safe (being worn) I - an uncursed +0 cornuthaum named safe (being worn) K - an uncursed +0 robe of power named safe (being worn) Q - an uncursed +0 pair of gauntlets of power named safe ... Wands c - a wand of teleportation (0:6) h - a blessed wand of magic missile (0:6) /* recent find, unidentified */ M - a wand of locking named safe (0:3) ... Final attributes You were piously aligned Your alignment was 57 You were sleep resistant You were aware of the presence of orcs You were clairvoyant You had infravision You were displaced You could walk on water You are dead Your skills at the end Fighting Skills bare handed combat 9% /* when forgetting to wield weapon */ Weapon Skills dagger group 43% staff group 56% throwing group 59% Spellcasting Skills attack spell 60% divination spell 16% enchantment spell 50% Dump and recordings I might provide dump and recordings later. --Kernigh 03:26, 24 September 2006 (UTC) Previous Game &lt; 52nd game at Pallas 2nd game of brass Next Game 53rd game at Pallas &gt;
# Attendant @ attendant Difficulty 7 Attacks Weapon 1d6 @ attendant Difficulty 7 Attacks Weapon 1d6 Base level 5 Base experience 61 Speed 12 Base AC 10 Base MR 10 Alignment 3 (lawful) Frequency (by normal means) 0 (Not randomly generated) Genocidable No Weight 1450 Nutritional value 400 Size Medium Resistances Poison Resistances conveyed None An attendant: has a head, a couple of arms, and a torso. is omnivorous. is not a valid polymorphable form. is a human. is normally generated peaceful. is strong. can pick up weapons and food. can be seen through infravision. Reference monst.c#line3137 The attendant, @, is a Healer quest guardian. Like player and player monster healers, they have intrinsic poison resistance. Attendants can grow up to become healers.[1] 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. Attendants are now neutral, as per healers (and healer player monsters). Encyclopedia entry I swear by Apollo the physician, and Aesculapius, and Health, and All-heal, and all the gods and goddesses, that, according to my ability and judgment, I will keep this Oath and this stipulation -- to reckon him who taught me this Art equally dear to me as my parents, to share my substance with him, and relieve his necessities if required; to look upon his offspring in the same footing as my own brothers, and to teach them this art, if they shall wish to learn it, without fee or stipulation; and that by precept, lecture, and every other mode of instruction, I will impart a knowledge of the Art to my own sons, and those of my teachers, and to disciples bound by a stipulation and oath according to the law of medicine, but to none others. I will follow that system of regimen which, according to my ability and judgment, I consider for the benefit of my patients, and abstain from whatever is deleterious and mischievous. [...] [ Hippocrates' Oath, translated by Francis Adams ] PHYSICIAN, n. One upon whom we set our hopes when ill and our dogs when well. [ The Devil's Dictionary, by Ambrose Bierce ] References ↑ src/mondata.c in NetHack 3.6.0, line 964 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.
# Polypiling In NetHack, polypiling is the action of polymorphing a pile of items in hopes of getting some useful items as a result. Objects polypiled are often referred to as polyfodder and usually consist of junk. Polymorph can be caused by a spell, wand, or potion of polymorph. Polypiling has its drawbacks: Polyfodder may be destroyed, and hostile golems may be generated. The exact mechanics of item destruction are rather complex, but understanding them is important if you want to get the most out of your resources - see the next section for more details. Contents 1 Introduction 2 Probability of item loss and golem generation 2.1 Shuddering 2.2 Golem absorption and types 2.3 Artifacts 2.4 Summary of polyfodderdestruction 3 Probability of item transformation 4 Forbidden items 5 Strategy 5.1 General tips 5.2 Preparing 5.3 When to polypile 5.4 When not to polypile 6 Stacking strategies 6.1 Seven small piles 6.1.1 Step by step 6.1.2 Explanation 6.2 One large pile 6.2.1 Step by step 6.2.2 Explanation 6.2.3 One large pile with meatballs 7 Variants 7.1 SLASH'EM 7.2 SlashTHEM 8 Code 9 References 10 External links Introduction When considering polypiling, it is important to distinguish stacks of items, which are all of one type (e.g., "4 blessed scrolls of blank paper"), from piles of items, which are all of the items on the floor in one square. The terms stack and pile will be used rigorously on this page. The spell and wand supply a beam with a random range between 6 and 13 (long enough to hit 3 to 7 piles if they are all in line and contiguous and you are adjacent to the first) so you can work on several piles at once. A potion of polymorph works on one item stack at a time, the item stack you dip into it. Polymorphed items do not change item class: Potions will always yield potions, scrolls will yield scrolls, armor will always yield armor, etc. - the exception to this is polymorphing a crocodile corpse, which will yield a pair of non-cursed fireproof +0 low boots instead of another comestible. Stackable weapons and tools can "merge" into non-stackable ones (e.g. a stack of 4 daggers morphing into a single long sword); other stackable objects are not subject to this.[1][2][3] Unicorn horns are especially popular polyfodder because they may polymorph into other magical tools, such as magic markers. Another useful thing to do if you gain polymorph in the early game is to polypile spellbooks. Polymorphing retains the charges and enchantment of polymorphed items. When polymorphing wands and spellbooks, their quality degrades. A spellbook will act as if it had been read once more. If the book's combined read/polymorph-count is four or more, it will turn into a blank spellbook counted as read 0–3 times;[4] it will thus subsequently be able to be polymorphed into a non-blank spellbook with 75% chance. Likewise, a wand may count as if it had been recharged, increasing the chance of an explosion if you attempt to recharge it; thus, it is not generally worthwhile to polypile empty wands, even if they become something worth charging, the chances of the new wand exploding instead of charging are already higher than normal. The chance of a wand's charge counter being incremented by polymorphing it is 6 βˆ’ x7 where x is the number of times the wand has been recharged.[5] The recharge count of tools is not affected by polymorphing them, unless the tool becomes a magic marker, in which case its charge counter will be set to 1. Polypiling items that belong to a shopkeeper can anger the shopkeeper. Probability of item loss and golem generation The polymorph beam generated by the wand and spell acts on each pile separately.[6] First, each item stack in the pile has a chance of resisting, which is 5% for normal items and 95% for artifacts; unique items cannot shudder, polymorph, or be absorbed by forming golems. A user has suggested improving this page or section as follows: "List which materials can produce specific golems." Shuddering Then, each item stack that did not resist has a chance of "shuddering" (i.e., undergoing a system shock).[7][8] The probability of an item stack undergoing system shock depends on its BUC status, unless it is a wand, and its size, as follows:[9] For stacks of less than 5 items: Blessed non-wand: 1⁄12 Uncursed non-wand: 1⁄8 Wand of any BUC or stack of any cursed items: 1⁄3 For stacks of 5 items or more: Blessed: 1⁄6 Uncursed: 1⁄4 Cursed: 1 When a stack shudders, it loses 1d(items in stack βˆ’ 1) items, except in the case of single items, which are always destroyed. For each item stack in the pile that undergoes a system shock, there is a chance of a golem being created. For each item in a shuddering stack (counting those items destroyed by the shock itself) there is a 1luck + 45 probability of creating a golem.[10] A 1luck + 45 chance for each item means the chance that a stack generates a golem is approximately sluck + 45 for small s. No more than one golem can be created per pile.[11] However, even after NetHack has decided to create a golem, additional stacks in the pile can shudder. If an item stack shuddered, even if some of the items that were in the stack remain, it will not be polymorphed. The rest of the stacks in the pile still have a chance of being polymorphed.[12][13][14][15] For any stack that did not shudder, the polymorph process continues. There is a (number of items in stack/1000) probability that the entire stack merges into a single item.[16] Additionally, when attempting to polypile rocks or gray stones into gems or worthless glass, an 1d4 is rolled against stack size; if the stack is larger, transmutation "backfires", destroying half of the stack and turning the rest into rocks unconditionally.[17] The actual polymorph is now performed. See the next section for exactly what your item stack will be turning into. This process is repeated for each item stack in the pile. Golem absorption and types If a golem is created from any stack in a pile, it can "absorb" additional item stacks in the pile, destroying them. The material destroyed by the golem is separate from that destroyed by the original system shock(s). If, after every stack has been polymorphed, zero or one item remains in the pile (due perhaps to bad system shocks), golem creation is aborted, if it had been planned at all. According to a comment in the source: "no golems if you zap only one object – not enough stuff".[18] (This comment is slightly inaccurate; it's possible to zap several items, reach this point in the code, and have the material check fail because all or all but one of the items were destroyed by system shocks.) The golem will attempt to absorb a number of individual items (not item stacks, "4 scrolls" counts for 4, not 1), equal to its weight.[19][20][21] Only items that are made of the same material as the item stack whose shuddering cause the golem to form are eligible for absorption. For instance, if a mithril-coat shudders and results in an iron golem, that iron golem will absorb other mithril items on the pile, but leave iron items untouched. Each eligible item stack has a 1 in (golem weight + 1) chance of escaping absorption. Given the high weights of golems, 400 for straw and paper up to 2000 for iron, it is highly unlikely that any eligible item will survive this process. Also, this absorption occurs after the items have been polymorphed. If a mithril item shudders and creates an iron golem, and several other mithril objects on the pile are polymorphed into other materials, e.g. leather coats or iron helmets, they will not be absorbed, though any leather coats or iron helmets polymorphed into mithril items will be absorbed.[22] Each stack in a pile is polymorphed separately, in order of the most recently dropped, and the type of golem is determined by the material of the first item stack to shudder and result in golem creation.[23][24][25] This is exploitable; see Β§&nbsp;One large pile for details. Artifacts Artifacts have a 95% chance of resisting. (Compare to 5% for normal items.) If this 95% chance fails, they are polymorphed just like every other item, first undergoing a shuddering check and then, if they aren't destroyed, undergoing a polymorph to a random non-artifact weapon. Artifacts have no resistance to being absorbed by a forming golem. Excalibur may be mostly safe from shuddering or polymorphing atop that pile of iron junk, but if an iron golem forms it is virtually guaranteed that Excalibur will be destroyed.[26] Summary of polyfodderdestruction This process, from the resistance check to here, is repeated for each pile hit by the beam. In other words, there are 3 ways polyfodder can be destroyed: Shuddering, the probability of which is decreased by blessing, polymorphing items other than wands, and keep the size of individual stacks under 4. Merging, the probability of which is reduced by lowering the size of individual stacks. Stackable weapons and tools merging into non-stackables (separate from the n/1000 chance outlined above), which is mitigated by lowering stack size of weapons and tools. Absorption into forming golems, the probability of which is reduced by: Increasing your luck, reducing the chance of golem formation. Reducing the size of the individual item stacks, reducing the chance of golem formation. Reducing the number of item stacks on the pile, reducing the number of opportunities for golems to form. Limiting the number of items on the pile that are made of the same material, reducing the number of items a forming golem can absorb. In particular, the items on the top of the pile, the ones you drop last, should be a different material than the most valuable items in the pile. Potential golems will likely be made out of the material of the top items, not the material of the valuable items. Thus the valuable items will survive while the cheaper ones are destroyed. See Β§&nbsp;One large pile for details. Probability of item transformation When polymorphing a magical object, the game will try to change it into another random magical object, retrying up to two times if the replacement would be non-magical.[27] The third item generated will be used, regardless if it is magical. The reverse is true when polymorphing a non-magical object. The upshot is that a magical object has a significantly higher probability than a non-magical object of turning into another magical object. So don't expect many magic markers from polypiling pick-axes and mirrors; you will have much better odds polypiling unicorn horns. The exceptions are potions of water, blank scrolls, blank spellbooks, and wands of nothing, all of which have a high chance of becoming more-useful items of the same type. As mentioned above, blessed items have only a 1/12 chance of undergoing system shock, so blessing your polypile items is definitely worth the expenditure if you have a surplus of holy water. A user has suggested improving this page or section as follows: "Numbers for rings (and scrolls?) would be nice." Class Magical β†’ Non-magical Non-magical β†’ Magical Armor 54% 0.60% Gem 92% negligible Potion 1.70% 41% Spellbook negligible 95% Tool 60% 0.30% Wand negligible 93% Forbidden items The following items cannot be produced by polymorph: magic lamp[28] wand of wishing wand of polymorph[29] potion of polymorph[30] spellbook of polymorph[31] artifacts[32] any item not normally randomly generated, such as athames and fedoras The following items cannot be polymorphed: Rider corpses wand of polymorph potion of polymorph spellbook of polymorph Strategy Polypiling is often used to get ascension kit armor (and completed by wishing). Therefore, you might want to collect all those elven cloaks and boots in the game. Polypiling is most often used by conduct players who need certain items: It can substitute for wishing, prayer and sacrifice benefits, or literacy, and it can be done relatively safely. Generated monsters offer an almost unlimited supply of polyfodder. However, polypiling is time-consuming and tedious. Generally, it is not worth it unless you are trying for conducts, or unless you are looking for many items at once. Over-preparing is the other common reason for polypiling. This goes for many first ascenders, pacifist characters who want the most protection, or even an attempt to get a very high score by polypiling rocks into gems. General tips Never handle both polyfodder and items you want to keep in your main inventory at the same time, and never ever drop anything useful on your polypile line. People have wondered where their bag of holding with all the artifacts went. Even if you do not care about polyfodder loss, #name rocks to get stacks of at most four. There is a limit to how many gems can be created. Max out your luck to minimize golem creation. That reduces the total material lost. This is particular useful for larger stacks and piles, where any golem will do comparatively more damage. Do not max your luck if using the one large pile strategy below. Configure autopickup exceptions to pick up good morphs and your want-to-keeps from the pile. Polypile your items near a general store to help identify good morphs. Be very careful of polypiling in a store; if any of the shopkeeper's items are polymorphed, they will become angry and attack you without giving you a chance to pay. Familiarize yourself with the ways polyfodder is lost to determine how much risk to take on, given your available polyfodder and the amount of polypile sources you have available to you. Your patience is also a factor, perfect optimization is time consuming and tedious. Preparing To minimize loss, it is a good idea to mass-bless magical polyfodder, which is much less abundant than ordinary junk. Potions and scrolls can be canceled so they will stack, and then dipped in holy water. Name and separate them into stacks of at most four items before polymorphing. Only armor and weapons (and wands) retain their enchantment; these should be canceled if negative before blessing. A large stack of darts can be enchanted to +7 in one go and then polypiled individually for potentially powerful weapons. Magical armor and tools tend to become non-magical rather than shuddering, so there is no point blessing them. Non-stackables, such as rings, require more work to bless. Often, it is not worth the costs. The most efficient way is with a blessed, confused scroll of remove curse. In a safe location, pick up as much polyfodder as possible but carry no other uncursed items. Then confuse yourself, read a blessed scroll of remove curse, end confusion, and mass-uncurse cursed items with the remove curse spell at a skilled level. The light blue aura boon when carefully praying on an altar or even another scroll can also uncurse your entire main inventory. This procedure yields 12.5 blessings per scroll on average. Unless you will need only one read, name spellbooks individually how often you have read them, and sort them accordingly. Under each pile you intend to polymorph, engrave that number. Any nameless books after the polymorph will count as read one more time. Keep in mind how often you will have to re-read the spells you get. Sort polyfodder by BUC status so you won't have to re-test after polypiling. When to polypile If a game has been unforgiving, a good time to consider polypiling is when there are many things needed at once; the odds of getting at least one of them is improved. For example, if you're looking for a magic marker in particular, getting a tinning kit would be seen as a waste. However, if you were looking for both a magic marker and a tinning kit, the effective odds of getting something you want go up. If you're looking for a horn of plenty, a magic marker, a pair of lenses, and a tinning kit all at once, polypiling unicorn horns begins to look increasingly attractive. Potions are attractive to polymorph, due to the ease of creating fruit juice and water, and mass blessing them. Furthermore, with the help of alchemy, a good third of the available potions are useful in some way. While you may not get the potion of enlightenment, or gain level, that you wanted, you are likely to end with various healing potions, levitation, etc, that can be quickly used to work towards what you really want. Scrolls are commonly polymorphed for similar reasons. Here, part of the motivation is in doing away with magic markers. It adds a great deal of randomness to the mix, but scrolls are still cheaper than marker charges. Magical tools, especially unicorn horns, are a common fodder due to the large number of useful magical tools and the abundance of unicorn horns. (Revived unicorns have a 50% chance of leaving another horn.) Certainly, the magic marker is generally what most would go for, but in the attempt you might find other goodies. A horn of plenty, for instance, spawns potions you can polypile; a fire or frost horn may also be of help, as may a magic harp or magic flute. This is especially helpful to Tourists or other neutral players with the PYEC. Magical armor can help finish off an ascension kit, most often using the various abundant elven equipment as fodder. This is mostly only useful to (wishless) conduct players, as the castle's guaranteed five wishes are good enough to get all the missing types of armor; furthermore, its armor stores might contain missing pieces. A common trick is to polymorph elven armor, which can safely be enchanted to +7, into a +7 T-shirt. The number of +7 armors isn't terribly prohibitive: the blessed scroll of enchant armor (to get to +7) will also bless the armor and reduce the odds of shuddering. Confidence Base chance 25% 50% 75% 95% Polymorphs 1 in 100 28.62 68.97 137.94 298.07 Shuddering 1 in 12 3.31 7.97 15.93 34.43 Armors needed (approx.) β€” 3.59 8.66 17.32 37.41 Rings can help finish off an ascension kit, particularly with rings of levitation, slow digestion, or free action, if you're unlucky and haven't found them before Medusa's Island. Most other rings are only useful in specific situations, polypiling or not. One cheesy trick is to polypile for rings of protection or increase damage, with the intention of eating them. It's possible to get a ridiculously low AC or ridiculously high damage. The former is pointless, other than to sound impressive, because you can reasonably get to βˆ’40AC without such mind-numbing busywork, and that is enough to make even a minotaur barely scrape the polish on your armor. The latter may be for Death farming to a ludicrously high score. Spellbooks, if you are happy with any random book and accept you cannot re-read it. Early in the game, when you don't know many spells yet, you can get dozens of new ones out of a few spellbooks. In 3.6.0 the bug allowing to always learn new spells from overpolymorphed spellbooks has been fixed; a non-blank polymorphed spellbook will be counted as read 1–3 times, and you can only learn a new spell from it if this number is lower than 3. Otherwise, it will turn blank on reading. Thus, it is advised to formally identify unknown polymorphed spellbooks before reading, so you could overwrite them with a magic marker in the latter case. Newbies might carry books and rings along (unencumbered) into a Minetown shop in the early game and polymorph there. Junk armor: Shirts are annoyingly rare in the main dungeon, but other armors are not. Zapping a wand of polymorph at that 15 pages pile of items in Fort Ludios is probably the easiest way to get a shirt outside of bones, wishing, or playing a Tourist. When can also be considered "in the temporal sense". By the time you reach Vlad's Tower, you can take a little break, lock the door and begin the process in peace and quiet, after having accumulated a backbreaking load of loot. One nice benefit is that you can also use that location to summon wraiths that will leave a corpse to eat, unlike the rest of Gehennom, should your efforts yield magic markers for writing genocide on any cursed blank scrolls (for generating the last, note the guaranteed water walking boots there). When not to polypile Wands are generally not worth it. This is mostly because by the usual time the player has a serious stash of wands, and abundant means to polymorph objects (read: the spell), there is only one wand seriously worth going after: death. But this late into the game, there are only four monsters that it matters onβ€”Pestilence, Famine, the Wizard of Yendor, and the high priest of Moloch. Likely (but not necessarily), you already have enough wands of death to deal with those enemies. Also, polymorphed wands will more likely explode if charged again. In the midgame, however, it may be worth it. If the player doesn't quite have enough items to make a full polypile line, a square of scrap wands may not make anything that you need, but it might make a wand you've yet to identify (if it has charges left). It may also be that you need a wand's special propertiesβ€”for example, a wand of fire's ability to engrave a permanent Elbereth square. Specific spellbooks: If you only need one specific spellbook (or a spellbook of polymorph to start with), there are better methods than polypiling. Wizards with sufficient luck can write one using a magic marker. Anyone willing to do the altar work can get books from their god, especially the last few ones you do not yet know. There are better ways to get various other items. For example, a trident, while normally quite rare, can be found in the death drop of a salamander or a horned devil. A silver saber, very desirable for twoweapon combat, can be found in the inventory of the Minetown watch, or the various captains that show up in the Castle. Items not generated randomly aren't available from polypiling, e.g. athames. Stacking strategies Seven small piles Step by step Maximize your luck. (+13 is best.) Collect your items. See the section above to decide what to polypile. Individually name stackables to separate them into stacks of two (preferable), three, or four. Try to avoid single items, except for weapons and tools, which should be completely unstacked. Distribute the item stacks over seven small piles in a straight line, each pile containing a good mix of different types of material. Put the items you want polymorphed most at the front of the line. (First three piles are guaranteed, each of the four piles after that is progressively less likely.) Zap polymorph. Review results. Autopickup with exceptions can automate this for you. Repeat. Explanation Separating your stackables minimizes the chances of merging and shuddering. Weapons and tools will eventually turn into something unstackable, and you lose all but one. For other items, stacks of one are less desirable, since shuddering destroys them completely, while larger stacks only lose half of the stack on average. Maximizing your luck minimizes the chances of golems forming. Distributing your item stacks over 7 squares minimizes the damage a forming golem can do, because a golem can only absorb items from the square it forms on. Ensuring a good mix of different materials also minimizes the damage a forming golem can do, because the golem can only absorb items that are made of the same material as the shuddered item that led to its formation. One large pile Step by step Minimize your luck. (0 is good; βˆ’13 is better!) Collect your items. See the section above to decide what to polypile, but avoid items made of mineral (e.g. some rings, wands). The number of wands and rings destroyed by this method will be slightly greater than the number destroyed by the seven small piles method. If you want to polypile mineral-based items, do not use this method. Individually name stackables to separate them, especially weapons and tools. Separating them all the way into stacks of just one single item is best, but just getting them into stacks of four or fewer is almost as good. Put every item stack in one large pile. Obtain a very large number of rocks. Curse the rocks. Individually name the rocks to break them into small stacks. Five rocks per stack is best, get as close to that as your patience allows. Do not make stacks smaller than five. Drop all the rocks on top of the item pile. Make sure you drop the rocks after the items so they are on top! Zap polymorph. Kill the stone golem. Review results. Repeat. You want a stone golem to form from those rocks, because it will prevent other types of golems from forming and damaging your valuable polyfodder. Assuming cursed rocks in stacks of 5, and Luck of 10: 50 rocks is approximately a 58% chance of a stone golem, 200 rocks is approximately a 97% chance of a stone golem, and 300 rocks is approximately a 99.5% chance of a stone golem. A rubber chicken and a pick-axe are quite helpful here, in order to create a large number of rocks near the fodder pile. Explanation This method exploits the specifics of the polypiling algorithm. Separating your stackables minimizes the chances of merging and shuddering. The only threat to deal with now is golem absorption. Ordinarily putting every item stack on one pile would be a terrible idea, because any forming golem would have access to every item you were polypiling. However, in this strategy we ensure that the golem won't be able to absorb anything useful, by manipulating the material it is made of. A golem can only absorb items made of the same material it is. An iron golem generated from shuddering mithril can only absorb other mithril items. A wood golem generated from shuddering wood can only absorb other wood items. Andβ€”most importantly in this caseβ€”a stone golem generated from a shuddering mineral item can only absorb other mineral items. Only one golem can be generated from a pile, and the first item stack to shudder and lead to golem formation gets to decide the material. By putting the rocks on top we ensure that they get processed first. Cursing the rocks increases the chances that they will shudder. Keeping the rocks in stacks of more than 4 (5 in this case) also increases this chance. Minimizing our luck increases the chances that our rocks will give rise to a golem once they shudder. The probability of an individual stack not giving rise to a golem, if it shudders, is (luck + 44luck + 45)s, where s is the stack size. The probability of the stack shuddering (and not resisting initial polymorph) is 95% for stacks of 5 or more cursed items; this is the highest chance we can get. Thus the probability of a stack not forming a golem is 0.05 + 0.95 Γ— (luck + 44luck + 45)s. If every stack of rocks in a pile is identical (all contain 5 cursed rocks), then the chance of none of them giving rise to a golem is (0.05 + 0.95 Γ— (luck + 44luck + 45)s)n, where n is the number of stacks. Thus we want our stacks to be as small as possible, so that we can have as many as possible, without having fewer than 5 rocks per stack. For the most part, there are no items made from mineral you might be interested in polypiling for. The exceptions are marble wands and granite, opal, clay, coral, moonstone and black onyx rings. The material an item is made of can change when it is polymorphed, and it is the final material that matters for golem absorption. Since any polymorphed wand or ring could end up being one of the mineral ones, the effect is that this technique will consume slighty more wands and rings than the other technique, and that the specific item types that are made of mineral cannot be polypiled for (with this method). There is a 5% chance of a normal item resisting polymorph and reaching this point unchanged, so the initial material matters somewhat as well. For instance if you try to polypile a figurine and it resists, it is almost guaranteed to be absorbed (because figurines are mineral). Beware! In the unlikely event that a stone golem does not form from the rocks: then, given the large pile underneath, there is a good chance a golem will form from another material, possibly doing a lot of damage. With enough cursed rocks, less material is lost on average with the one-pile than with the multi-pile technique. One large pile with meatballs If you know stone to flesh spell, you should cast it at your rocks to turn them into meatballs, then use them instead of rocks in the advice above. In this case, you can polypile for mineral items, but can't polypile for eggs and tripe rations. The golem rising from the pile will be a flesh golem instead of a stone golem. Variants SLASH'EM In SLASH'EM, polymorphed items revert back to their original form after 500–999 turns.[33] Items that will eventually revert are described as "hazy" in wizard mode. Hazy items can be "fixed" by dipping them in a potion of restore ability. There are some exceptions to this: Items that were initially eggs laid by the player[34] or corpses[35] do not revert. If a magic lamp is randomly chosen at first, the oil lamp with which it is replaced does not revert.[36] Items that become land mines or beartraps do not revert.[37] Items that become the same object type as they were before do not revert, even if they otherwise changed (such as a diluted potion of sickness becoming an undiluted potion of sickness).[38] The reversion is done not by restoring the original item but by changing the item to the original item's type,[39] which has some consequences that may not be expected, including the following: Some properties, such as beatitude and erosion, are carried over from the transformed item rather than the original. Some other properties, such as being an artifact, are lost. A stack of multiple items that became a single item reverts to a single item of the original type. An item that became an amulet of unchanging does not revert.[40] The transmutation limits the usefulness of polypiling somewhat, as obtaining permanent items requires a commensurate supply of potions. However, polypiling is still just as useful to obtain items that can be useful right away or relatively soon; for example, a polypiled magic marker can be immediately used to write a few scrolls, and then allowed to transmute back after it is empty. In some cases, the reversion can be useful: When polypiling magical items, if they turn into non-magical items, one can simply wait for them to revert, and try again. Boulders can be polymorphed into statues and transported more easily, and will turn back into boulders. Any armor can be safely enchanted to +7 by polymorphing it into elven armor. If you have a wand of polymorph and two or three potions of gain level, you can easily get a +7 helm of brilliance by polypiling ubiquitous orcish and dwarven helmets until you get an elven item (or something that can be upgraded into one), enchanting, and upgrading the enchanted helmet after it reverts. Some further consequences are probably bugs: After polymorphing a boulder into a statue, breaking it will result in a number of rocks; if they are separated, each separate stack reverts to a boulder. Weapons can be polymorphed into dwarvish mattocks, upgraded to pick-axes, and polymorphed further into other tools, particularly charged ones; when they revert, the weapon's enchantment will be the tool's number of charges, which can be much higher than normally feasible. SlashTHEM In SlashTHEM, polymorphed items that will revert after a certain amount of turns are displayed as "hazy" in normal play; the same mechanics apply for "fixing" that item in its current form. Code bhito in zap.c is the root of item polymorphs from the spell and wand. It is called for each stack of items a polymorph zap hits by bhitpile. First it refuses to polymorph polymorph-sources, and allows items to resist.[41] It calls obj_shudders to check for system shocks[42] and calls do_osshock to perform them.[43] Finally bhito calls polyobj to actually transform the stack.[44] do_osshock determines whether or not to generate a golem, and after all the stacks in the pile have been polymorphed by repeated calls to bhito, bhitpile calls create_polymon to actually generate thegolem. If create_polymon is called, it possibly creates the golem and then, if the golem was created, in turn calls polyuse to consume additional polyfodder.[45] References ↑ zap.c in NetHack 3.4.3, line 1234 ↑ zap.c in NetHack 3.4.3, line 1312 ↑ objclass.h in NetHack 3.4.3, line 15 ↑ zap.c in NetHack 3.6.1, line 1552 ↑ zap.c in NetHack 3.4.3, line 1333: recharge count &lt; rn2(7) to see if polymorph increments charge counter on wands ↑ zap.c in NetHack 3.4.3, line 2744: bhit calls bhitpile for each square/pile ↑ zap.c in NetHack 3.4.3, line 1733: bhitpile goes through each stack separately, calling bhito--to which a function pointer has been passed in as fhito--to perform the actual polymorph ↑ zap.c in NetHack 3.4.3, line 1515: bhito calls obj_shudders on just one object, and obj_shudders does not inspect other items on the square, i.e. in the pile ↑ obj_shudders in zap.c (obj_shudders determines whether a given stack will shudder.) ↑ zap.c in NetHack 3.4.3, line 1162: do_osshock decides whether or not it should make a golem ↑ zap.c in NetHack 3.4.3, line 1160: poly_zapped is a file level static variable, visible to every function in zap.c, βˆ’1 means no golem created yet, else it contains the material of the item whose shuddering resulted in golem creation. do_osshock checks that its βˆ’1 before trying to make a golem. ↑ zap.c in NetHack 3.4.3, line 1519: if the obj shuddered, bhito exits WITHOUT polymorphing the object. ↑ splitobj in mkobj.c (If any items remained after the shuddering occurred, they will have been reinserted in the item tracking linked list, but they will have been inserted before the deleted ones, and bhitpile will not return to them.) ↑ zap.c in NetHack 3.4.3, line 1735: bhitpile decides the next object before bhito has a chance to call do_osshock and destroy/split item stacks. ↑ zap.c in NetHack 3.4.3, line 1521: poly_obj is called AFTER do_osshock has finished with the stack. ↑ zap.c in NetHack 3.4.3, line 1312: poly_obj decides whether or not to merge the items in the stack ↑ zap.c in NetHack 3.6.1, line 1561 ↑ zap.c in NetHack 3.4.3, line 1076: golem creation aborted for not enough items ↑ zap.c in NetHack 3.4.3, line 1140: mons[pm_index] is a permonst structure, defined in permonst.h, the cwt field is the weight of the monsters corpse, which is defined for golems even though they leave no corpses. ↑ zap.c in NetHack 3.4.3, line 1035: polyuse doesn't stop absorbing items until minwt is 0, minwt is initialized to golem corpse weight ↑ zap.c in NetHack 3.4.3, line 1054: not that polyuse is subtracting the QUANTITY of objects from minwt, not the WEIGHT of those objects. iron golems will absorb up to 2000 iron items ↑ zap.c in NetHack 3.4.3, line 1043: which items are eligible for absorption; note that "mat" is the material of the shuddered item stack NOT of the golem created ↑ zap.c in NetHack 3.4.3, line 1160: once NetHack decides to create a golem it records the shuddering stack's material and stops trying to create golems for additional stacks. ↑ zap.c in NetHack 3.4.3, line 1733: bhitpile goes through objects forwards through the list ↑ mkobj.c in NetHack 3.4.3, line 1115: place_object adds dropped objects to the front of the list, where bhitpile will encounter them first. ↑ zap.c in NetHack 3.4.3, line 1038: resistance check only serves to protect the invocation items and the amulet ↑ zap.c in NetHack 3.4.3, line 1215 ↑ zap.c in NetHack 3.4.3, line 1319: no magic lamps ↑ zap.c in NetHack 3.4.3, line 1329: no wands of wishing or polymorph ↑ zap.c in NetHack 3.4.3, line 1338: no potions of polymorph ↑ zap.c in NetHack 3.4.3, line 1343: no spellbooks of polymorph ↑ zap.c in NetHack 3.4.3, line 1225: mksobj is called with "artif" set to false -- no artis ↑ timeout.c in SLASH'EM 0.0.7E7F2, line 455 ↑ zap.c in SLASH'EM 0.0.7E7F2, line 1443 ↑ zap.c in SLASH'EM 0.0.7E7F2, line 1489 ↑ zap.c in SLASH'EM 0.0.7E7F2, line 1518 ↑ zap.c in SLASH'EM 0.0.7E7F2, line 1526 ↑ timeout.c in SLASH'EM 0.0.7E7F2, line 453 ↑ timeout.c in SLASH'EM 0.0.7E7F2, line 480 ↑ zap.c in SLASH'EM 0.0.7E7F2, line 1374 ↑ zap.c in NetHack 3.4.3, line 1503: bhito does a resistance check for each item ↑ zap.c in NetHack 3.4.3, line 1515: bhito checks for system shocks ↑ zap.c in NetHack 3.4.3, line 1518: bhito performs a system shock ↑ zap.c in NetHack 3.4.3, line 1521: bhito calls polyobj ↑ zap.c in NetHack 3.4.3, line 1140: create_polymon calls polyuse External links Breaking wands, cancelling, and polymorphing in NetHack 3.4 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 18:09, 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 (Β±123) The page size changed by this number of bytes 24 July 2023 &nbsp;m&nbsp;&nbsp;&nbsp;16:09&nbsp; EvilHackβ€Žβ€Ž (3 changes | history) . . (+1,958)β€Ž . . [K2β€Ž (3Γ—)] &nbsp;m&nbsp;&nbsp;&nbsp; 16:09 (cur | prev) . . (+1,831)β€Ž . . K2 (talk | contribs) (β†’β€ŽShields: details) &nbsp;m&nbsp;&nbsp;&nbsp; 15:42 (cur | prev) . . (+113)β€Ž . . K2 (talk | contribs) (β†’β€ŽGame mechanics: placeholder for new skills) &nbsp;m&nbsp;&nbsp;&nbsp; 15:15 (cur | prev) . . (+14)β€Ž . . K2 (talk | contribs) (β†’β€ŽAir: more wording) 23 July 2023 &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;08:36&nbsp; EvilHackβ€Ž (diff | hist) . . (-82)β€Ž . . Umbire the Phantom (talk | contribs) (pass for word choice and rephrasing) 21 July 2023 &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;14:30&nbsp; EvilHackβ€Žβ€Ž (3 changes | history) . . (+1,487)β€Ž . . [K2β€Ž (3Γ—)] &nbsp;m&nbsp;&nbsp;&nbsp; 14:30 (cur | prev) . . (+17)β€Ž . . K2 (talk | contribs) (β†’β€ŽMajor changes: convicts and thievery) &nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 14:17 (cur | prev) . . (+1,444)β€Ž . . K2 (talk | contribs) (β†’β€ŽGame mechanics: open air) &nbsp;m&nbsp;&nbsp;&nbsp; 13:42 (cur | prev) . . (+26)β€Ž . . K2 (talk | contribs) (β†’β€ŽGame mechanics: move artifact twoweaponing behavior under 'twoweaponing' section) 20 July 2023 &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;13:29&nbsp; Inediateβ€Ž (diff | hist) . . (-41)β€Ž . . 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; Inediateβ€Ž (diff | hist) . . (+41)β€Ž . . Coz (talk | contribs) (Added gargoyles and wingeds as inediate) 18 July 2023 &nbsp;m&nbsp;&nbsp;&nbsp;04:53&nbsp; EvilHackβ€Ž (diff | hist) . . (0)β€Ž . . K2 (talk | contribs) (build date)
# nethack.alt.org nethack.alt.org, commonly abbreviated to NAO, is one of the oldest NetHack public servers, and by far the most popular. A wealth of information about the server, as well as detailed statistics, end-of-game dumps, tty recordings and the high score table is available on NAO's web site. The NetHack Wiki is itself hosted on NAO. NAO hosts exclusively NetHack 3.6.7 for online play. NAO is well integrated with #nethack on Libera through the Rodney bot, which announces all deaths on the server, to the morbid delight of all. The program dgamelaunch is used to manage the games and user accounts. Contents 1 Getting started 2 User interface tips 2.1 For those used to the tiles (GUI) port 2.2 For those using Terminal.app in Mac OS X 2.2.1 Alternative: Using white-on-black 3 NetHack 3.4.3 NAO 4 NAO players on Nethack Wiki 5 See also 6 External links Getting started To play, all you need is a ssh or telnet client. On Windows, the built-in telnet.exe is adequate, though most prefer to use PuTTY. It may be worth mentioning that ssh, being more secure, may be the better choice, otherwise someone might find out your password by sniffing the net. Providing the clients are installed, in Mac OS X, other UNIX-like systems, and Windows, typing the following commands in a command prompt will get you connected: ssh [email protected] or telnet nethack.alt.org In case the standard telnet port is blocked, you can also try port 14321 by typing the following command: telnet nethack.alt.org 14321 User interface tips For those used to the tiles (GUI) port Anyone accustomed to the Qt tiles port will sorely miss a separate message window. Instead, game messages are displayed one line at a time in the terminal's top line. Most meaningful actions generate several lines that each have to be scrolled by with space or escape. This is, of course, standard behaviour in the tty form of Nethack. The best solution is to use the curses interface. Alternatively, you can configure the MSGTYPE option to suppress junk messages. You can't use both at the same time. You might want to turn off rest-on-space and either use space to scroll through the messages, or skip all messages at once with ctrl&nbsp;+ space, then use ctrl&nbsp;+ p to read a screenful at a time. (In that case, you'll have to set a preference to have ctrl&nbsp;+ p list messages on a full screen instead of line by line; it's also good to have a healthy large number, say 50, of past messages saved.) For those using Terminal.app in Mac OS X To enable extended characters, do the following: In Terminal.app, choose "Preferences..." from the Terminal menu. Click the "Encodings" tab at the top. Check the checkbox next to "Latin-US (DOS)" Click the "Settings" at the top and create a new setting, probably titled "Nethack". In the text tab, check "Use bright colors for bold fonts". You may wish to adjust the bright or dim colors to make them more distinct (e.g. make dim yellow look brown). Note that you can only adjust these options in OS X Lion or later. In the new setting, click the "Advanced" tab and set "Character encoding" to "Latin-US (DOS)" In the same tab, change "Declare terminal as" to "xterm-16color". (also OS X Lion or later) Close the Settings window and open a new Nethack window from the Shell menu. In NetHack, enable the IBMgraphics option. (Optional) Install a smoother-looking font, ProFont. Alternative: Using white-on-black Since certain monsters can be hard to see in the default black-on-white OS X terminal, it is best to go white-on-black before accessing NAO. It can be done with the following command: xterm -fa Monaco -fs 14 -fg white -bg black &amp; NetHack 3.4.3 NAO This section only concerns the NAO version of NetHack 3.4.3. The following interface patches were added: menucolors, compiled with posix regex sortloot dumplog showborn &amp; extinct hpmon, with an added option to turn it off (removed in favor of statuscolors) statuscolors dgamelaunch mail paranoid quit slightly modified version of use_darkgray showbuc window edge extended logfile whereis-file user game tracking lifted from Sporkhack MSGTYPE option Loading bones files can be switched off Also, NetHack has been compiled with autopickup exceptions, and several bugs have been fixed, including the Astral call bug, a bug that allowed predicting the random numbers, and a crash when dropping gold in certain situations. There are also several new hallucinatory monster names, random engravings, random gravestone epitaphs and T-shirt messages. A more detailed list of the changes and the diff file are at http://alt.org/nethack/naonh.php Several of NAO's interface improvements and bugfixes were borrowed from other variants - this is also documented in the above diff file. As of August, NetHack 3.4.3 and NetHack 3.6.0 are no longer hosted on NAO. However, this version of NetHack 3.4.3 is also used in other public servers, such as Hardfought. NAO players on Nethack Wiki Members of the Nethack Wiki can include the template {{NAOplayer|NAO player account}} on their user's pages to link to their corresponding NAO's account and include links to their games, logs etc. Capitalization matters. See also Automating dgamelaunch login "Robin" shared accounts Template:NAOplayer External links NAO's official website Nethack 3.6.0 highscores
# User talk:24.236.198.124 Welcome! Welcome! Hi! Welcome, and thanks for contributing to NetHackWiki! Please sign in, if you haven't already, and create a user name! It's free, and it'll help you keep track of all your edits. The How to help and Style guide pages are excellent starting points. Recent changes is a great first stop, because you can see what other people are editing right this minute, and where you can help. Questions? Need help? You can ask at the Community Portal or on the discussion page associated with each article! 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! β€”ZeroOne (talk&nbsp;/&nbsp;@) 20:00, 13 March 2009 (UTC) This is the discussion page for an anonymous user who has not created an account yet or who does not use it. We therefore have to use the numerical IP address to identify him/her. Such an IP address can be shared by several users. If you are an anonymous user and feel that irrelevant comments have been directed at you, please create an account or log in to avoid future confusion with other anonymous users. [WHOIS β€’ RDNS β€’ RBLs β€’ Traceroute β€’ TOR check] Β· [RIRs: America Β· Europe Β· Africa Β· Asia-Pacific Β· Latin America/Caribbean]
# User talk:Tourist Supremacy Welcome! Welcome! Hi, Tourist Supremacy! Welcome, and thanks for joining NetHackWiki! The How to help and Style guide pages are excellent starting points. Special:Recentchanges is a great first stop, because you can see what other people are editing right this minute, and where you can help. Questions? Need help? You can ask at the Community Portal, the forum, or on the discussion page associated with each article! Just remember to sign those posts with four tildes: ~~~~. That will expand to create a signature. You can put {{NAOplayer|NAO player account}} on your user page to link to your NAO player account. Capitalization matters. We are really happy to have you here, and look forward to working with you! This is an automated greeting. -- New user message (talk) 18:07, 6 February 2015 (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 (Β±123) The page size changed by this number of bytes 24 July 2023 &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;16:45&nbsp; Hack'EMβ€Žβ€Ž (3 changes | history) . . (+4,049)β€Ž . . [Hackemslashemβ€Ž (3Γ—)] &nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 16:45 (cur | prev) . . (+78)β€Ž . . Hackemslashem (talk | contribs) (β†’β€ŽTrap Mechanics: Poly trap disappearing) &nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 16:36 (cur | prev) . . (+26)β€Ž . . Hackemslashem (talk | contribs) (β†’β€ŽNew artifacts: Storm Whistle update) &nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 15:08 (cur | prev) . . (+3,945)β€Ž . . Hackemslashem (talk | contribs) (Updates in preparation for 1.2) 19 July 2023 &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;20:21&nbsp; Hack'EMβ€Ž (diff | hist) . . (+92)β€Ž . . Ardub23 (talk | contribs) (Fixed changelog link, and commented out Grandmaster's Robe as it's not yet implemented)
# 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 17:28, 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 (Β±123) The page size changed by this number of bytes 23 July 2023 &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;22:42&nbsp; Weaponβ€Ž (diff | hist) . . (+495)β€Ž . . Cathartes (talk | contribs) (β†’β€ŽDescription: 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) 20 July 2023 &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;03:09&nbsp; Dragon scale mailβ€Ž (diff | hist) . . (+93)β€Ž . . 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 mailβ€Žβ€Ž (3 changes | history) . . (+179)β€Ž . . [Noisytootβ€Ž (3Γ—)] &nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 17:18 (cur | prev) . . (+35)β€Ž . . Noisytoot (talk | contribs) (dNetHack has deep DSM too) &nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 16:49 (cur | prev) . . (+26)β€Ž . . Noisytoot (talk | contribs) (Orange DSM also grants hallucination resistance in dNetHack) &nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 16:46 (cur | prev) . . (+118)β€Ž . . 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.) 18 July 2023 &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;06:14&nbsp; Scroll of genocideβ€Ž (diff | hist) . . (+415)β€Ž . . Ardub23 (talk | contribs) (β†’β€ŽVariants: Hack'EM info)
# File:Death by Boredom.png File File history File usageNo higher resolution available. Death_by_Boredom.png β€Ž(664 Γ— 332 pixels, file size: 18 KB, MIME type: image/png) Licensing: Template:None selected File history Click on a date/time to view the file as it appeared at that time. Date/TimeThumbnailDimensionsUserComment current17:18, 23 March 2010664 Γ— 332 (18 KB)DemonSlayerThe3rd (talk | contribs) You cannot overwrite this file. File usage The following page uses this file: Death by boredom
# Speed Speed is both a monster property in NetHack (also referred to internally as movement rate), and an intrinsic/extrinsic related to that property. Contents 1 Property 2 Very fast 3 Fast 4 Monsters 5 Strategy 6 dNethack 7 See also 8 References Property In NetHack 3.4.3 and earlier, for every turn that passes, a monster will gain its movement rate in "movement points"; if the monster has 12 or more movement points (defined as NORMAL_SPEED[1]) in a turn it gets a move that turn (and more than one if it has another 12 points remaining after this, etc.) Thus a monster with a speed of 12 gets one move per turn, a monster with a speed of 1 gets one move every 12 turns, and a monster with a speed of 18 gets 3 moves every 2 turns. Monsters with a speed of 0 are sessile and never get a move. They may have passive attacks however. In NetHack 3.6.0, at the end of each turn, every monster's remaining movement points are adjusted by a small random amount to reduce the predictability of their actions.[2] On average monsters will act slightly faster than would be expected by comparing their base speed with the player's. From NetHack 3.6.1 onwards, the speed formula changed entirely: each turn, the number of moves a monster gets is generated randomly based on its speed: speed 12 monsters always move once per turn, speed 24 monsters twice per turn, etc., but speed 18 monsters have a 50% chance of moving once and a 50% chance of moving twice on any given turn. Likewise, speed 3 monsters move on 25% of turns, and in general the number of moves per turn is calculated by dividing by 12 and rounding in a weighted-random manner based on the fractional part. Being encumbered reduces the player's effective movement rate after adjustments. A burdened player has three quarters their normal movement rate, a stressed player one half, a strained player one quarter, and an overtaxed player one eighth.[3] Multi-turn actions (e.g. entering in "10s" to search ten times) consume one move per command issued plus whatever additional time is required for these moves. In contrast, certain actions will render the player immobile (also known as "helpless" by the game) for a certain number of turns; during those turns the player's movement points are simply drained as though the player was executing moves during that time, but without actually allowing the player an action. Fainting, being paralysed, engraving a long sentence, etc. are examples of actions that cause this; this is also marked in the death message if the player dies "while helpless". Very fast A player with the speed extrinsic (obtained through speed boots) or temporary intrinsic (via a potion of speed, or the haste self spell), also known as a very fast player, gains 12 extra movement points (one free move) on 2/3 of turns.[4] The player has an effective movement rate of 20, or five thirds normal, giving an average of five moves every three turns. Fast In the absence of very fast speed, a player with non-timing-out intrinsic speed, otherwise known as a fast player, gains a 1 in 3 chance of twelve movement points each turn.[5] The player has an effective movement rate of 16, or four thirds normal, giving an average of four moves every three turns. You start with intrinsic speed as an Archeologist, Monk, or Samurai, and gain it at level 7 ("You feel quick!") as a Barbarian, Caveman, Knight, or Valkyrie. You can otherwise get it by zapping yourself with a wand of speed monster or eating a quantum mechanic corpse. Although this intrinsic does not time out, it can still be lost by being hit with a slowing attack, a stoning attack, a gremlin's intrinsic theft, or zapping yourself with a spell or wand of slow monster. The very fast property overrides the fast property, and they are not cumulative. Below is a table that shows an un-polymorphed player's effective speed as a function of encumbrance and intrinsic or extrinsic speed. Encumbrance Normal speed Fast Very fast Unencumbered 12 16 20 Burdened 9 12 15 Stressed 6 8 10 Strained 3 4 5 Overtaxed 1.5 2 2.5 Monsters A monster with intrinsic speed (gained by e.g. a wand of speed monster) or extrinsic speed (speed boots) has four thirds their normal movement rate.[6] A slowed monster (e.g. by means of a wand of slow monster) has two thirds their normal movement rate.[7] In normal pet-versus-nonpet combat, regardless of its speed, no monster is intended to be able to attack another monster more than once per turn;[8] however, the parameter "after", documented as determining whether the monster has already attacked that turn, is always set to 0.[9][10][11] For pets, this means that speed beyond 12 not only makes it easier for them to keep up with you, but also allows them to deal more damage over time, just like it does for monsters fighting you. On a related note, the retaliatory attack against pets always has a 75% chance of occurring if the monster has not attacked that turn, regardless of movement points.[12] Monster attacks due to conflict or confusion (and, with a 75% chance, retaliatory attacks against these [13][14]) occur if the monster has enough movement points left to make an action (and will use those movement points up in the process, and cannot occur otherwise), even for retaliation attacks. For them, the speed system works almost like for you. Strategy You can couple jumping, speed and self-polymorph to move through the dungeon as fast as possible. Starting with self-polymorph, the air elemental is the fastest creature with 36 movement points. As an air elemental, you'll get three movements in every turn. However, being an air elemental has serious drawbacks. You have relatively weak attacks, you can't open, close, engrave, wear any armor or wield any tools. You can't put on or take off rings, though any ring you're wearing when you polymorph will still be worn. Strangely, you can put on and take off amulets, zap wands and spells, read scrolls and quaff potions. Because of this, Air Elementals make great travel forms, but terrible fighting forms. A less fast form, but still fast, is the Titan with 18 movement points. Titans have the obvious advantage of being able to fight well while still being fast. Your speed affects all forms equally, meaning you can get up to four movements in one turn as an air elemental, or three movements as a Titan. Another alternative is to be riding, as a swift steed like a warhorse or unicorn can have up to 24 movement points, and intrinsic speed can make it even faster. Kicking or whipping a steed can make it gallop for 20-30 turns, which on average increases its movement to 1.5 times normal,[15] but this decreases tameness and risks being dismounted. Note that the increased speed also only applies when using automatically repeating forms of movement, such as travel or the g command. Jumping can be done on any of the movements turns, but it always advances to the next turn and resets your movement counter. Hence, if you're hasted, you should move as far as your hasted self can before advancing the turn counter, then, with your last movement, execute the jump. To accomplish this you will have to carefully watch the turn counter and know where you are in the cycle. Using this strategy as an air elemental will allow you to move up to seven squares in a single turn. The theoretically fastest method of movement, without using life saving, is to be polymorphed into a punished monster with a speed of 24 (e.g. a warhorse), combined with a very fast speed; this gives two actions per turn, plus up to one from the speed, which can be used to throw the heavy iron ball, pick it up again, then (hopefully) jump on the third action, which is slightly faster than moving three times and jumping as an air elemental. However, this is likely too unwieldy to be of much use in practice. (Life saving can be used to reduce helplessness/immobility/paralysis to one turn, allowing hurtling to be the theoretically fastest form of movement, but this is incredibly wasteful of resources, and very difficult to arrange a death at the right moment.) dNethack The wand of speed monster now grants temporary very fast speed, rather than permanent fast speed. See also Monsters (by speed) References ↑ permonst.h in NetHack 3.4.3, line 71 ↑ src/mon.c in NetHack_3.6.0, line 554 ↑ allmain.c in NetHack 3.4.3, line 119 ↑ allmain.c in NetHack 3.4.3, line 137 ↑ allmain.c in NetHack 3.4.3, line 147 ↑ mon.c in NetHack 3.4.3, line 501 ↑ mon.c in NetHack 3.4.3, line 499 ↑ dogmove.c in NetHack 3.4.3, line 630 ↑ monmove.c in NetHack 3.4.3, line 644 ↑ uhitm.c in NetHack 3.4.3, line 386 ↑ monmove.c in NetHack 3.4.3, line 512 ↑ dogmove.c in NetHack 3.4.3, line 638 ↑ monmove.c in NetHack 3.4.3, line 1015 ↑ mhitm.c in NetHack 3.4.3, line 159 ↑ mon.c in NetHack 3.4.3, line 506 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.
# Blue dragon D blue dragon Difficulty 20 Attacks Breath 4d6 lightning, bite 3d8, claw 1d4, claw 1d4 D blue dragon Difficulty 20 Attacks Breath 4d6 lightning, bite 3d8, claw 1d4, claw 1d4 Base level 15 Base experience 460 Speed 9 Base AC -1 Base MR 20 Alignment -7 (chaotic) Frequency (by normal means) 1 (Very rare) Genocidable Yes Weight 4500 Nutritional value 1500 Size Gigantic Resistances Shock Resistances conveyed Shock resistance (100%) A blue dragon: can fly. has no hands. has a thick hide. can lay eggs. can see invisible creatures. is carnivorous. is normally generated hostile. is nasty. is strong. likes gold. likes gems. can pick up magical items. Reference monst.c#line1161 D baby blue dragon Difficulty 13 Attacks Bite 2d6 D baby blue dragon Difficulty 13 Attacks Bite 2d6 Base level 12 Base experience 200 Speed 9 Base AC 2 Base MR 10 Alignment 0 (neutral) Frequency (by normal means) 0 (Not randomly generated) Genocidable Yes Weight 1500 Nutritional value 500 Size Huge Resistances Shock Resistances conveyed None A baby blue dragon: can fly. has no hands. has a thick hide. is carnivorous. is normally generated hostile. is strong. likes gold. likes gems. Reference monst.c#line1085 The blue dragon, D, is a monster that appears in NetHack. It has a younger form in the baby blue dragon, D. The blue dragon has shock resistance both intrinsically and from its scales, and its breath weapon fires rays of lightning. Its corpse provides shock resistance. Contents 1 Generation 2 Strategy 3 History 4 Variants 4.1 Biodiversity patch 4.2 SLASH'EM 4.3 UnNetHack 5 Encyclopedia entry 6 References Generation Main article: Dragon#Generation Players will not see baby blue dragons through normal random monster creation outside of the Oracle and Sokoban levels, and they can also be hatched from dragon eggs; adult blue dragons start appearing around the midway depths of the dungeon. Blue dragons can be generated in throne rooms as early as dungeon level 15, and may appear when a throne at this depth or lower is looted.[1] Blue dragons can be generated if a chaotic spellcaster casts the summon nasties monster spell. Blue dragons have a 1⁄3 of dropping a set of +0 uncursed blue dragon scales along with their corpse (1⁄20 if the dragon was revived). Strategy See also: Dragon#Strategy As with all breath attacks, reflection can protect you, your rings and your wands against shock damage - but even a reflected ray of lightning will still leave you blind, so take care to cure it as soon as possible, e.g. with a unicorn horn. Shock resistance will blunt the damage, but will not fully protect your open inventory or prevent blindness, either. Eating a blue dragon after you kill it is worthwhile for guaranteed shock resistance if you lack any. History NetHack 2.3e introduces the blue dragon along with all of the other modern dragon types and their breath weapons, except for silver. NetHack 3.0.0 introduces baby blue dragons alongside the other baby dragons. This version also distinguishes all color dragons, their younger stages and their corpses, and introduces dragon scale mail. NetHack 3.1.0 introduces blue dragon scales along with the other colors, as well as the current method of obtaining dragon scale mail. Variants Variants of NetHack often subject dragons to extensive changes, including the blue dragon. Biodiversity patch In the biodiversity patch, the blue dragon is renamed to the leviathan. SLASH'EM Main article: Dragon (SLASH'EM) As with all other dragons in SLASH'EM, baby blue dragons have a base level of 4 instead of 12, and can be encountered via random generation in ordinary levels with a frequency of 2; they are also eligible for creation on many levels that generate random D on level creation. Adult blue dragons have a base level of 18 instead of 15. Baby blue dragons hit as a +1 weapon, and adult blue dragons hit as a +3 weapon. Adult blue dragons have a chance to turn traitor while tame. UnNetHack In UnNetHack, all dragons have their breaths, resistances, and colors randomized, allowing any non-chromatic dragon to appear as blue. Encyclopedia entry In the West the dragon was the natural enemy of man. Although preferring to live in bleak and desolate regions, whenever it was seen among men it left in its wake a trail of destruction and disease. Yet any attempt to slay this beast was a perilous undertaking. For the dragon's assailant had to contend not only with clouds of sulphurous fumes pouring from its fire breathing nostrils, but also with the thrashings of its tail, the most deadly part of its serpent-like body. [ Mythical Beasts by Deirdre Headon (The Leprechaun Library) ] "One whom the dragons will speak with," he said, "that is a dragonlord, or at least that is the center of the matter. It's not a trick of mastering the dragons, as most people think. Dragons have no masters. The question is always the same, with a dragon: will he talk to you or will he eat you? If you can count upon his doing the former, and not doing the latter, why then you're a dragonlord." [ The Tombs of Atuan, by Ursula K. Le Guin ] References ↑ courtmon in mkroom.c
# Talk:SporkHack I suspect it was a silly misspelling, but I don't want to change it to "food" without knowing for sure. Does SporkHack really have a new spell that enables you to detect your foot? 66.185.73.61 18:39, February 26, 2010 (UTC) Yes. --paxed 22:35, February 26, 2010 (UTC) What exactly does "detect foot" do? 75.58.121.153 20:23, 20 July 2011 (UTC) It makes sure not all of the high-level spells are useful. --Tjr 21:54, 20 July 2011 (UTC) Things to know in SporkHack I need to put this info down in one spot somewhere so I don't forget, and more importantly, for players new to this variant. 1) genocide liches and hill giant shamans when you get a chance, in that order. Locusts could be added to this list as well. Liches are just *nasty* in the late game, unless you don't mind not having any armor. Also, a blessed scroll of genocide only takes out the top two strongest monsters of that class (most of the time). Can't genocide magical eyes (I had listed here earlier that you could... ah well). 2) don't cast light (spell/scroll/wand) near friendlies or pets that have eyes. This cost me a promising game once with my quest leader... 3) you cant reliably sacrifice for artifacts until xp lvl 20 or so (but you can get really nice regular gear instead at lower levels). 4) only lawful Knights can dip for Excalibur. 5) the mysterious force was removed, but to compensate, monsters spawn on a much more regular basis when you have the Amulet. Especially the nasty ones right when you reach the stairs going up to the next level. 6) two-weaponing is nerfed (skill level determines the weight you can handle in off-hand), it's really only fully viable for samurai and rogues (but valks and knights do ok if you don't mind using a spear or short sword for your off-hand weapon). 7) don't attack grey ferns. ever. unless you have a quick means of curing yourself or can attack at range. Still not sure if it's safe to eat the corpses or not (it is safe, but they are poisonous, much like eating a killer bee corpse). 8) reflection is not 100%, so intrinsics become much more important than usual. This makes Angels and other monsters that can attack with a shower of missiles a serious threat, especially if/when you reach the Astral plane. EDIT - to add to this, magic resistance does not completely negate magic missile/shower of missiles, it only cuts the damage in half (or by one quarter if you also have half spell damage). This fact alone makes Astral Plane one of the most difficult levels of the game. Plan accordingly. 9) intrinsics are granted incrementally, it's not all or nothing. so it takes eating a lot of monsters to get to 100% intrinsic for poison/cold/fire/shock/sleep/disintegration/telepathy (it only takes two black dragon corpses to be 100% disintegration resistant). This makes tinning kits a much sought after item. 10) however, eating a corpse that grants an intrinsic can and will give you a percentage of more than just one intrinsic at the same time. especially your blob/pudding types. 11) auto searching is a good thing, as traps are a thing in SporkHack, and there are more varied types. 12) you will *never* find a magic marker in-game. the only way to obtain one is to wish or (maybe) polypile for it. 13) Vlad is much more of a bad-ass in SporkHack. Proceed with caution, and you probably want to find a source of drain resistance. 14) fireproofed water walking boots will save you a lot of headache (read: lava). 15) if you haven't genocided Liches, make damn sure you keep several scrolls of enchant armor w/ a means to confuse yourself on-hand, or be able to reliably cast 'repair armor' spell. doesn't matter if you've foo-proofed your gear. you've been warned. 16) Demogorgon has a significant chance of spawning with Orcus automatically. so come prepared. standing on scroll of scare monster works, as does a paralyze potion upside demo's head. 17) Demons and devils really like to summon more of their brethren. A lot. Frequently. This fact alone can take seasoned players by surprise in places like the Valley of the Dead. 18) conflict working reliably or not is determined by your charisma. even at 18, there's a 5% chance of it not working still. 19) Resources can be scarce. Prepare accordingly (see #12 from above). 20) unicorn horns will not restore lost attribute points, so it's a good idea to keep a couple of potions of restore ability on-hand. --K2 (talk) 03:22, 30 December 2017 (UTC)
# Uruk-hai o uruk-hai Difficulty 5 Attacks Weapon 1d8 o uruk-hai Difficulty 5 Attacks Weapon 1d8 Base level 3 Base experience 33 Speed 7 Base AC 10 Base MR 0 Alignment -4 (chaotic) Frequency (by normal means) 1 (Very rare) Genocidable Yes Weight 1300 Nutritional value 300 Size Medium Resistances None Resistances conveyed None An Uruk-hai: has a head, a couple of arms, and a torso. is omnivorous. is an orc. is strong. likes gold. likes gems. can pick up weapons and food. has infravision. can be seen through infravision. normally appears in large groups. Reference monst.c#line640 The Uruk-hai, o, is a form of orc found in NetHack. They are stronger and faster than both hill orcs and Mordor orcs. Contents 1 Generation 2 Strategy 3 History 4 Origin 5 Variants 5.1 SLASH'EM 5.2 UnNetHack 5.3 dNetHack 5.4 EvilHack 6 References Generation Uruk-hai have independent 1⁄3 chances of generating with each of the following items: orcish cloak, orcish short sword, iron shoes, orcish bow (with 3–14 poisoned orcish arrows), and Uruk-hai shield. In addition, they have a 1⁄2 chance of receiving an orcish helm, as all orcs do.[1] The Orcish Town variant of Minetown features large numbers of named Uruk-Hai, which can also be encountered elsewhere in the Gnomish Mines and the main branch, and they will often have looted items such as keys, candles and depleted wands in their inventory. Strategy See also: Hill orc strategy Like other orcs, the larger pool of equipment makes hordes of Uruk-hai more difficult to fight, and Uruk-hai are the fastest orcs to be generated in groups. However, they are still quite slow compared to an unburdened player and can still be beaten using similar strategies, though you will want to be decently armored and poison resistant to avoid a nasty instadeath. Drawing them into corridors is as viable as against any other group of orcs, but puts you at risk from poison arrow attacks; however, Uruk-hai lack poison resistance and are just as likely to hit each other with their arrows, if not more so. Facing an Uruk-Hai in melee will deter them from using their arrows, allowing you to pick them up and possibly use them against the rest once they are killed - this includes being felled by their comrades' shots. As with other orcs, Uruk-hai corpses can be a decent source of nutrition, and orcish characters may want to consider using them for sacrifices in Orcish Town. History The Uruk-hai first appears with the other types of orc in NetHack 3.0.0. Origin Wikipedia has an article about: Uruk-hai Like the other orcs of NetHack, the Uruk-hai are derived from Dungeons &amp; Dragons, which in turn are based on their portrayal in J. R. R. Tolkien's world of Middle-earth; they first appear in the setting's Third Age as a need breed of Orc that was larger, more powerful and did not share the aversion to daylight common to other orcs. Variants SLASH'EM In SLASH'EM and derived variants such as SlashTHEM, five Uruk-hai appear in the halls of Grund's Stronghold. UnNetHack In UnNetHack, Uruk-hai are likely to be among the random orcs generated on each floor of the Ruins of Moria branch. dNetHack In dNetHack, Uruk-hai are regarded as human for purposes of sacrifice and cannibalism. EvilHack In EvilHack, Uruk-hai are capable of entering berserker rages; this increases its damage for that round of attacks, but also makes it possible that they might hit other monsters around them. References ↑ src/makemon.c in NetHack 3.6.6, line 396
# File:Goat.png File File history File usageNo higher resolution available. Goat.png β€Ž(16 Γ— 16 pixels, file size: 403 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 current16:18, 26 November 201016 Γ— 16 (403 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 2 pages uses this file: Domestic animal Goat
# Forum:Best ever pet polymorphs. &lt; Forum:Watercooler What's the best thing you've ever polymorphed a pet into? I just used wand of polymorph on level 1 and got an Olog-hai from my starting kitten. β€”β€―Preceding unsigned comment added by User (talk β€’ contribs) 06:19, 28 November 2018β€Ž (UTC) First off, you should always sign your edits with four tildes. At the very beginning of the game any pet more powerful than the starting (potential) large dog or cat can be quite helpful. Get the protection from the priest, have your pet kill them for a possible cloak of magic resistance and some nice spellbooks. They can also get you out of trouble in many occasions! I once had an evil wizard who loved his starting wand of polymorph kitten Rock Troll. Went very far into the game with me! I usually do not use the starting wand of poly for this due to system shock risk, but it can be fun sometimes! Not really the wand, but still polymorph: I was playing a pacifist and found the elusive polymorph trap. It could not have gone much better! I polymorphed my first pet (by obliging them to walk into the trap with a leash) into a Titan on the first try! For my next pet, it then took me exactly two tries to get a silver dragon. I later found a pony, tamed it, and returned to the poly trap. My very first try? A yellow dragon! Wow! was I ΓΌber-excited! That character survived a long time. I succumbed to the usual gnome zombie, gecko, lichen, etc., however... --User (talk) 06:16, 28 November 2018 (UTC) I remember recently turning Schrodinger's Cat into Schrodinger's purple worm with a polymorph trap and it ate a few shopkeepers. And the time I entered a level with a pet cat and left with a pet guardian naga. Shapeshifter pets are fun, too, if you have a magic whistle. - Andrio Celos (talk) 06:50, 28 November 2018 (UTC)
# Orc-captain Wikipedia has an article about: Orc o orc-captain Difficulty 7 Attacks Weapon 2d4, weapon 2d4 o orc-captain Difficulty 7 Attacks Weapon 2d4, weapon 2d4 Base level 5 Base experience 66 Speed 5 Base AC 10 Base MR 0 Alignment -5 (chaotic) Frequency (by normal means) 1 (Very rare) Genocidable Yes Weight 1350 Nutritional value 350 Size Medium Resistances None Resistances conveyed None An orc-captain: has a head, a couple of arms, and a torso. is omnivorous. is an orc. is strong. likes gold. likes gems. can pick up weapons and food. has infravision. can be seen through infravision. Reference monst.c#line712 The orc-captain, o, is the strongest form of orc that appears in NetHack. Generation Unlike their brethren, the orc-captain is never randomly generated in groups, and will start with the equipment of either a Mordor orc or Uruk-hai.[1] One or more orc-captains will be generated inside the town walls of Orctown; in games that contain Orctown, a named orc-captain is also guaranteed to be found in Mines' End. This orc captain has a single name, signifying leadership of their clan, and will always have a shiny ring in addition to whatever extra Minetown loot they are generated with. Hill orcs, Uruk-hai, Mordor orcs and ordinary orcs can all grow up to be orc-captains.[2] Strategy While the orc-captain is not significantly stronger than a Mordor orc or Uruk-hai in terms of base stats, their ability to attack twice per turn can offset their low speed and deal unexpected damage to a player lacking in AC. It is thus best to face them at a distance, but their starting inventory may contain an orcish bow and poisoned orcish arrows; be sure to have poison resistance, especially if you are raiding Orctown. Fortunately, they are not poison resistant themselves, and orcs may also hit their comrades with the arrows; a patient player could use this knowledge to outwit and defeat the captain. References ↑ makemon.c in NetHack 3.4.3, line 331 ↑ mondata.c in NetHack 3.4.3, line 566 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.
# File:Flux slime.png File File history File usage MetadataNo higher resolution available. Flux_slime.png β€Ž(16 Γ— 16 pixels, file size: 348 bytes, MIME type: image/png) MMMMMMIIIMMMMMMM MMHMMMCIGMMMMMMM MHHNMCCAGGMMMMMM MHHNMMCDGMMMMBBM MHHNMMDDDMMMBBEE MMHPMMMDPMMMBEEE MMMPMMPPMMMMMEEM MMMPPMAAAMMMMPMM MMPPAAAAAAAAMPPM MMAAAAAAAAABMPPM MMHAAAACCABBPPMM MMHHHHCCCPBBPPMM MMHHHHNNPPBBAAAM MMHHHHHNPBBAAAAM MMMMHHHHBBAAAAMM MMMMMMHHBAAAMMMM File history Click on a date/time to view the file as it appeared at that time. Date/TimeThumbnailDimensionsUserComment current23:03, 22 September 201316 Γ— 16 (348 bytes)Chris (talk | contribs)MMMMMMIIIMMMMMMM MMHMMMCIGMMMMMMM MHHNMCCAGGMMMMMM MHHNMMCDGMMMMBBM MHHNMMDDDMMMBBEE MMHPMMMDPMMMBEEE MMMPMMPPMMMMMEEM MMMPPMAAAMMMMPMM MMPPAAAAAAAAMPPM MMAAAAAAAAABMPPM MMHAAAACCABBPPMM MMHHHHCCCPBBPPMM MMHHHHNNPPBBAAAM MMHHH... You cannot overwrite this file. File usage The following 2 pages uses this file: Flux slime User:Chris/dNetHack/Monsters Metadata This file contains additional information, probably added from the digital camera or scanner used to create or digitize it. If the file has been modified from its original state, some details may not fully reflect the modified file. Horizontal resolution37.8 dpcVertical resolution37.8 dpc
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# User talk:114.129.168.15 Welcome! Welcome! Hi, welcome to NetHackWiki! Thanks for your edit to the NetHackWiki:Community Portal page. Please sign in and create a user name! It's an easy way to keep track of your contributions and helps you communicate with the rest of the community. The How to help and Style guide pages are excellent starting points. Recent changes is a great first stop, because you can see what other people are editing right this minute, and where you can help. Questions? Need help? Please leave a message on my talk page if I can help with anything! I'm really happy to have you here, and look forward to working with you! -- Tjr (Talk) 11:10, September 19, 2009 This is the discussion page for an anonymous user who has not created an account yet or who does not use it. We therefore have to use the numerical IP address to identify him/her. Such an IP address can be shared by several users. If you are an anonymous user and feel that irrelevant comments have been directed at you, please create an account or log in to avoid future confusion with other anonymous users. [WHOIS β€’ RDNS β€’ RBLs β€’ Traceroute β€’ TOR check] Β· [RIRs: America Β· Europe Β· Africa Β· Asia-Pacific Β· Latin America/Caribbean]
# User:Chris/dNetHack/dNethack Roles/Binder/Dahlver-Nar [[File:|x220px]] Contents 1 Dahlver-Nar, the first Binder 1.1 Binding Ritual 1.2 Taboo 1.3 Mark 1.3.1 Detection 1.3.2 Disguise 1.4 Immunity 1.5 Skill 1.6 Active Powers 1.7 Passive Powers Dahlver-Nar, the first Binder [...] Binder scholars know a different storyβ€”that Dahlver-Nar was a powerful cleric who forsook his deity to pursue the power of pact magic. The fabled teeth of Dahlver-Nar, to which all the legends attribute miraculous powers, were neither his own nor those of the dragon he battled. They were the teeth of beings that became vestiges after death, and they could grant abilities similar to those that the vestiges themselves imparted. Pact magic treatises relate that Dahlver-Nar pulled out his own teeth and replaced them with those of the vestiges, but that using them all drove him mad. What happened thereafter is a matter of debate, but the texts maintain that Dahlver-Nar eventually died, and the teeth were lost, divided up among the squabbling followers he had managed to gain and then spread across the world. Today, Dahlver-Nar exists as a vestige in his own rightβ€”perhaps brought to that state through his close association with so many others. [ Tome of Magic, by Matthew Sernett et al. ] Thirty-two horses on a red hill, First they champ, Then they stamp, Then they stand still. [ Adapted from the Hobbit, by J. R. R. Tolkien ] Binding Ritual Dahlver-Nar can only be bound after gaining permission to go on the quest. Taboo Binding Acererak expels Dahlver-Nar. Mark You have teeth under your skin. Wounds expose these teeth for all to see. Detection Any teeth that are showing can be seen from a distance. Disguise Wear concealing clothes or heal your injuries. Immunity Dahlver-Nar grants sustain ability. Skill None. Active Powers Moan: Frighten, confuse, and/or drive nearby creatures insane. Passive Powers Teeth of the Devoured: Gain increased AC and unarmed attack damage as you lose HP.
# Mold (SLASH'EM) SLASH'EM adds two new types of molds: disgusting molds and black molds. Both possess a passive poisonous spore attack. They are safe to eat, however, and have a good chance of providing poison resistance. Each time you attack one of these monsters in melee without killing it, there is a 2⁄3 chance that a cloud of poisonous spores will be released. The spores are harmless if you are poison resistant, unbreathing, or being strangled. Otherwise, one of three effects will occur: there is a 4⁄5 chance of losing 6–15 hit points, a 1⁄6 chance of losing 3–5 points of strength, and a 1⁄30 chance of the poison being deadly. Although the source code gives both molds a second passive attack (an acid attack, similar to a green mold), due to a bug in the source code this attack is never actually used.[1] In SLASH'EM, molds now grow from old corpses. See Fungus&nbsp;Β§ SLASH'EM. Contents 1 Disgusting mold 2 Black mold 3 References 4 Encyclopedia entry Disgusting mold F disgusting mold Difficulty 7 Attacks Passive poison F disgusting mold Difficulty 7 Attacks Passive poison Base level 5 Base experience 66 Speed 0 Base AC 7 Base MR 0 Alignment 0 (neutral) Frequency (by normal means) 1 (Very rare) Genocidable Yes Weight 100 Nutritional value 100 Size Small Resistances poison Resistances conveyed poison (33%) A disgusting mold: does not breathe. cannot pick up items. has no eyes. has no limbs. has no head. is mindless. is omnivorous. is neither male nor female. is normally generated hostile. appears only in Gehennom. Reference SLASH'EM_0.0.7E7F2/monst.c#line2442 Disgusting molds are sessile, meaning they will not move and can only cause damage through their passive attacks. Despite their difficulty, they can be found growing on corpses as early as level one. Players encountering one should find a way to avoid or resist its passive attack. Means of doing so include: Gaining intrinsic or extrinsic poison resistance. Doppelgangers might try polymorphing into an undead or demonic monster. Using ranged attacks, such as spells, wands, or ranged weapons. Letting a pet kill it; unfortunately, a pet needs to have base level 4 or higher to attack disgusting molds (and 5 or higher for black molds). This means that starting pets will usually have to grow up at least once to attack these. Exceptions are the Necromancer's ghoul, the Flame Mage's hell hound pup, and the Ice Mage's winter wolf cub, all of which start with a high enough level. If you lack any of the above, simply avoid the mold until you do. Since molds never move, they can pose a problem if they are blocking the only entrance to a room. Thus, one should always pick up a digging tool as early as possible, especially since it is a good idea regardless. Disgusting mold corpses are safe to eat and have a 33% chance of granting poison resistance. Black mold F black mold Difficulty 8 Attacks Passive poison F black mold Difficulty 8 Attacks Passive poison Base level 6 Base experience 85 Speed 0 Base AC 7 Base MR 0 Alignment 0 (neutral) Frequency (by normal means) 1 (Very rare) Genocidable Yes Weight 100 Nutritional value 100 Size Small Resistances poison Resistances conveyed poison (40%) A black mold: does not breathe. cannot pick up items. has no eyes. has no limbs. has no head. is mindless. is omnivorous. is neither male nor female. is normally generated hostile. appears only in Gehennom. Reference SLASH'EM_0.0.7E7F2/monst.c#line2449 Black molds are flagged as only being generated in Gehennom, but this is ignored when corpses grow moldy. It is otherwise very similar to the disgusting mold, and the advice for dealing with it is much the same. Be sure to eat its corpse if you lack poison resistance; it is safe and has a 40% chance of conferring the intrinsic. References ↑ See SLASH'EM 0.0.7E7F2/uhitm.c#line3033, the code breaks out of the loop when it hits a passive attack. Encyclopedia entry Mold, multicellular organism of the division Fungi, typified by plant bodies composed of a network of cottony filaments. The colors of molds are due to spores borne on the filaments. Most molds are saprophytes. Some species (e.g., penicillium) are used in making cheese and antibiotics. [ The Concise Columbia Encyclopedia ] This page is a SLASH'EM related stub. Should you wish to do so, you can contribute by expanding this page.
# Category:Wantsall These are monsters tagged with "wantsall" in the monster template. Pages in category "Wantsall" The following 34 pages are in this category, out of 34 total. A Acererak Adamach Aglaope Aldinach Apocalypse angel Avatar of LolthB Bael Baelnorn Baphomet Beholder (monster)C ChaosD Daruth Xaxox Death knightE User:EasterlyIrk/Scratchpad Elder priestF Fierna User:Fredil YupigoG Golem (dNetHack) Graz'zt Great High Shaman of KurtulmakJ Jrt NetjerK KamerelL Lamashtu LegionN NightmareO Obox-obP Phase spiderR Rebel leaderS Seyll AuzkovynU User:Umbire the Phantom/Vlad in variantsV Vecna Vlad the ImpalerW Warden Arianna Wizard of Yendor
# Digging for victory Digging for victory is a NetHack metastrategy in which the player aims to quickly reach the Castle and obtain its wand of wishing by digging down as soon as possible; the resulting game is called a "dig for victory". In addition to a digging instrument, the player needs a tonal musical instrument (not a leather drum, bell or whistle ) to open the castle drawbridge. Elven wizards and priests are guaranteed to start with an otherwise-rare instrument; the elven wizard is the more popular choice for this strategy, due not only to the starting instrument but to the large selection of other magical equipment with which they begin. The dig for victory strategy is mostly preferred by players who find it an exciting way to reach the castle in a high percentage of newly begun games. However, many strong players do employ a controlled dive to the Castle if they do not yet have magic resistance or reflection after completing Minetown and Sokoban. This dive can take a variety of forms, from simply not exploring every dungeon level thoroughly to actually digging down all the way. A player making the dive after getting some protection, building up a set of armor, and collecting wands is much more likely to succeed. Reasons to do this include the avoidance of traps which are painless with magic resistance (especially polymorph traps, which can destroy armor, and teleportation traps and level teleportation traps) and being able to obtain relatively early immunity to the touch of death (for which some players would preferentially genocide master liches over arch-liches because the former is more likely to appear at the castle). The following information pertains to an upcoming version (NetHack 3.7.0). If this version is now released, please verify that it is still accurate, then update the page to incorporate this information. As of this commit, falling through a hole will inflict damage, expressed as an amount of d6 equal to the number of floors you fell - this means that you may end up digging a deep shaft and die from the landing, particularly if you are low in level and/or HP. Additionally, per this commit and its followup commit, neither master nor arch-liches can appear in the Castle. Contents 1 Execution 1.1 Recommended items 1.2 What to do after getting the wand of wishing 2 Criticism 3 History Execution A dig for victory usually starts with the player entering the Gnomish Mines and searching for a pick-axe, where such tools are plentiful. If the player did not start with an instrument, he or she will also usually look for one in the Mines (Minetown can have instruments in the hardware store). The player then returns to the main dungeon, and digs down until the castle. Digging with the pick-axe requires multiple turns, so occasionally monsters will appear and halt the digging process. These must be scared off with Elbereth or otherwise dealt with. Worse, the player may encounter a minotaur (which ignores Elbereth) in a maze either just before or on the castle level. Once at the castle, the drawbridge can be opened and closed at will by playing the passtune, crushing anything that stands on it, which will hopefully be everything. Once the castle is clear, the wand of wishing is available for the taking. Beware of the bad Luck from crushing peacefuls, even if you plan on using conflict. It can make your wishes fail or turn out cursed. Alternately one can perform a controlled level teleport to reach the castle. This requires some form of teleport control (perhaps a starting ring as a wizard) and usually a cursed scroll of teleport, but occasionally a level teleport trap, if one can be located. The castle lies somewhere between floors 25-29, but if one can always guess too far (e.g. 30) to go to the Valley of the Dead and come into the Castle level through the back door. However, dealing with the monsters in the castle without the draw bridge and the trap doors in the back can make this difficult if you don't have a method to traverse the moat back to the front. In that case, it may be better to teleport to floor 25 and work from there. Recommended items The following items are extremely useful for a player who is attempting a dig for victory. Although they are not essential in the same way that the pick-axe or the musical instrument is essential, it would be fair to say that a player needs to accumulate at least a sizable fraction of these items to have any chance at success. A wand of digging is a highly desirable escape item, because the direction of escape (i.e. down) coincides with the direction that one needs to travel. If the game contains a Big Room, then a wand of digging will in all likelihood be essential for further progress, since a pick-axe takes too many turns to dig through the floor, and one is likely to be overwhelmed by monsters in the interim. A wand of digging is also very helpful for evading really tough monsters (such as minotaurs) in the levels above the Castle. A source of permanent Elbereth, while helpful for any character, is especially helpful when digging for victory. Sources of permanent Elbereth include: A wand of fire or lightning, A scroll of scare monster (especially useful when digging for victory, since it will drop through your holes with you, allowing it to continue protecting you), An Elbereth engraved by any other method, together with some means of levitation to avoid smudging out the word. It is highly recommended to establish a permanent Elbereth on the upstairs of the Castle level, and on a square within a knight's move of the drawbridge. The former will protect against the touch of death and destroy armor attacks of any higher level liches that teleport to meet you in the Castle. The latter will protect you from melee attacks from xorns and eels while you are opening and closing the drawbridge. Make sure the second Elbereth is exactly a knights move away from the drawbridge. If it is any closer, either the falling drawbridge will kill you or you will be in the direct line of fire of ranged attacks from within the castle. If it is any farther, you will not be able to control the drawbridge. A noncursed scroll of earth will create a defensive fort of boulders around you, preventing most monsters from coming near or hitting you with ranged attacks. It also allows you to cordon off a section of the Castle moat from eels by pushing a boulder into a moat square, creating a square of dry land that eels cannot cross. In a pinch, it provides a way to cross the Castle moat if the drawbridge gets destroyed for some reason. If the Castle level contains a minotaur, the boulders can help block the minotaur from attacking you: minotaurs do not respect Elbereth, so this is one of the few ways to keep them at bay. However, xorns and giants can pass over boulders, so an additional defensive mechanism (such as Elbereth) is still needed. Having a source of reflection or magic resistance contributes greatly to survival in the castle. Of course, the idea is to have both, but in most cases a character with both is better off employing a more cautious strategy than digging for victory. However, a character with neither reflection nor magic resistance is extremely vulnerable to soldiers carrying wands of death or other attack wands. Magic resistance can be obtained by starting as a Wizard. Reflection can be obtained either from the amulet of reflection in Sokoban or the shield of reflection in Perseus's statue. A character without reflection and magic resistance is advised to at least obtain invisibility or displacement to minimize the chances of getting hit by a death ray, although one needs to be aware that invisibility and displacement are of limited use in the long corridor leading to the wand of wishing, which contains a number of soldiers that cannot be killed at the drawbridge since there is a locked door in the way. A wand of teleportation is useful both as an escape item and as a means of teleport threatening monsters away, especially on no-teleport levels. It is best to save this item for really dangerous monsters such as minotaurs or soldiers with a wand of death. Some method of monster detection (such as potion of monster detection or telepathy) is helpful to receive advance warning of dangerous monsters. Similarly, some method of object detection is useful so that you know which of the four towers contains the wand of wishing. Polymorph control is highly recommended. Try quaffing from sinks on your way down and turn into a xorn - you can then phase directly into a turret, bypassing the battles at the drawbridge and the throne room. What to do after getting the wand of wishing In a normal game, the player has already explored most of the dungeon levels above the Castle, and has collected all of the useful items in the dungeon by the time they reach the Castle. Thus, under normal circumstances, players typically know what items they are missing from their ascension kit, and use the wand of wishing to wish for those items. In a dig for victory, the player has not explored most of the dungeon levels above the castle, and will typically have far fewer useful items than usual at this point in the game. It is not advisable to wish for all of the missing items in an ascension kit, simply because there are too many missing items and not enough wishes. The best advice is to initially wish for only those items that are essential for immediate survival, and save the remaining wishes for later. Then go back up the dungeon and explore all the levels that were dug past on the way down, after collecting all the items in the dungeon, the player will have a much larger portion of their ascension kit than before, and the last few wishes from the wand of wishing can be used much more effectively without fear of duplicating already-generated items. Common wishes in dig for victory games include some form of dragon scale mail (either gray or silver depending on whether one lacks magic resistance or reflection) and a bag of holding to make it easier to collect items on the way back up. Another popular choice is an artifact of some sort, since a dig for victory involves getting the wand of wishing earlier than usual: fewer artifacts are present, and the chance of successfully wishing for one is higher. Characters who succeed in obtaining the wand of wishing are likely to be in a good position to enter the Quest, even if they entered the Castle level with a low experience level, because the killing of monsters at the drawbridge results in a large amount of experience. Criticism Like the protection racket, digging for victory is nice when it works. Unfortunately, low experience level, interference from monsters, lack of equipment, minotaurs, collapsing drawbridges and purple liches all conspire to make the fatality rate very high, so that the strategy is also nicknamed "dying for victory". Because it is not aimed at maximizing the survival chances of a particular character, it is actually not a strategy but a metastrategy: it only maximizes the chance of one or more of many characters surviving. For that reason, some consider it to be a form of scumming behavior. History Digging for victory is not a new strategy; however, the first mention of it by the name "dig for victory" was by SpeedEvil on May 19th, 2006 in #nethack of the Freenode IRC network (now Libera).
# Slime Slime can refer to: the green slime monster the sliming attack of that monster the status condition of slowly turning to slime, represented by "Slime" on the status line, which results from interacting with green slimes Slime molds, despite the name, are not related. Slime is the internal name for the gelatinous material in SpliceHack: see Object materials (SpliceHack). This is a disambiguation page: a list of articles associated with the same title.
# NetHackWiki:Skill table generator Program used to generate Template:Weapon skill table, Template:Combat skill table, and Template:Spell skill table. Original by Killian, modified for 3.6.6 by Doran. Usage u_init_snippet.inc should be the struct def_skill definitions in u_init.c, from Skill_A[] to Skill_W[]. This program is designed to work with NetHack 3.6.6. If a new version is released, the program might need changes, and the generated tables might need to be re-generated. To compile the program, you need a C++ compiler, such as g++. Assuming you've saved the code as skillgen.cpp, you can compile it with g++ -o skillgen skillgen.cpp The perl script skillgen.pl can be used to upload the new skill tables. skillgen.cpp #include <string> #include <iostream> #include <cctype> #include <vector> #include <stdlib.h> using std::string; using std::cout; using std::endl; using std::toupper; using std::vector; #define STEED #define TOURIST typedef signed char xchar; typedef int Skill; typedef int Level; #include "include/patchlevel.h" #include "include/skills.h" #undef P_MARTIAL_ARTS #define P_MARTIAL_ARTS 39 #undef P_NUM_SKILLS #define P_NUM_SKILLS 40 #undef P_LAST_H_TO_H #define P_LAST_H_TO_H P_MARTIAL_ARTS struct Role { const char *long_name; const char *short_name; const def_skill *skills; }; const char * skill_raw_name(const Skill &amp;s) { switch (s) { case P_DAGGER: return "dagger"; case P_KNIFE: return "knife"; case P_AXE: return "axe"; case P_PICK_AXE: return "pick-axe"; case P_SHORT_SWORD: return "short sword"; case P_BROAD_SWORD: return "broadsword"; // !!! case P_LONG_SWORD: return "long sword"; case P_TWO_HANDED_SWORD: return "two-handed sword"; case P_SCIMITAR: return "scimitar"; case P_SABER: return "saber"; case P_CLUB: return "club"; case P_MACE: return "mace"; case P_MORNING_STAR: return "morning star"; case P_FLAIL: return "flail"; case P_HAMMER: return "hammer"; case P_QUARTERSTAFF: return "quarterstaff"; case P_POLEARMS: return "polearms"; case P_SPEAR: return "spear"; #ifdef P_JAVELIN case P_JAVELIN: return "javelin"; #endif case P_TRIDENT: return "trident"; case P_LANCE: return "lance"; case P_BOW: return "bow"; case P_SLING: return "sling"; case P_CROSSBOW: return "crossbow"; case P_DART: return "dart"; case P_SHURIKEN: return "shuriken"; case P_BOOMERANG: return "boomerang"; case P_WHIP: return "whip"; case P_UNICORN_HORN: return "unicorn horn"; case P_ATTACK_SPELL: return "attack"; case P_HEALING_SPELL: return "healing"; case P_DIVINATION_SPELL: return "divination"; case P_ENCHANTMENT_SPELL: return "enchantment"; case P_CLERIC_SPELL: return "clerical"; case P_ESCAPE_SPELL: return "escape"; case P_MATTER_SPELL: return "matter"; case P_BARE_HANDED_COMBAT: return "bare hands"; case P_MARTIAL_ARTS: return "martial arts"; case P_TWO_WEAPON_COMBAT: return "two weapon combat"; case P_RIDING: return "riding"; default: return "<strange skill="">"; } } const string init_cap(const string &amp;c) { string s(c); string::iterator i = s.begin(); if (i != s.end()) { *i = toupper(*i); } return s; } const string all_caps(const string &amp;c) { string s(c); string::iterator i = s.begin(); while (i != s.end()) { *i = toupper(*i); ++i; } return s; } const string skill_full_name(const Skill &amp;s) { if (P_FIRST_WEAPON &lt;= s &amp;&amp; s &lt;= P_LAST_WEAPON) { //return skill_raw_name(s) + string(" skill"); return skill_raw_name(s); } if (P_FIRST_SPELL &lt;= s &amp;&amp; s &lt;= P_LAST_SPELL) { return skill_raw_name(s) + string(" spells"); } return string(skill_raw_name(s)); } const char * level_char(const Level &amp;l) { switch (l) { case P_ISRESTRICTED: return "-"; case P_BASIC: return "b"; case P_SKILLED: return "''S''"; case P_EXPERT: return "'''E'''"; case P_MASTER: return "'''''M'''''"; case P_GRAND_MASTER: return "'''''GM'''''"; default: return "???"; } } const char * level_full(const Level &amp;l) { switch (l) { case P_ISRESTRICTED: return "''(restricted)''"; case P_BASIC: return "Basic"; case P_SKILLED: return "Skilled"; case P_EXPERT: return "Expert"; case P_MASTER: return "Master"; case P_GRAND_MASTER: return "Grand Master"; default: return "???"; } } const char * level_span_class(const Level &amp;l) { switch (l) { case P_ISRESTRICTED: return "class=\"restricted\""; case P_BASIC: return "class=\"basic\""; case P_SKILLED: return "class=\"skilled\""; case P_EXPERT: return "class=\"expert\""; case P_MASTER: return "class=\"master\""; case P_GRAND_MASTER: return "class=\"grandmaster\""; default: return "class=\"unknown_skill\""; } } #include "u_init_snippet.inc" const int NUM_ROLES = 13; const Role ROLES[NUM_ROLES] = { { "Archeologist", "Arc", Skill_A }, { "Barbarian", "Bar", Skill_B }, { "Caveman", "Cav", Skill_C }, { "Healer", "Hea", Skill_H }, { "Knight", "Kni", Skill_K }, { "Monk", "Mon", Skill_Mon }, { "Priest", "Pri", Skill_P }, { "Rogue", "Rog", Skill_R }, { "Ranger", "Ran", Skill_Ran }, { "Samurai", "Sam", Skill_S }, { "Tourist", "Tou", Skill_T }, { "Valkyrie", "Val", Skill_V }, { "Wizard", "Wiz", Skill_W }, }; bool role_has_skill_level(const Role &amp;r, const Skill &amp;s, const Level &amp;l) { for (const def_skill *sp = r.skills; sp-&gt;skill != P_NONE; ++sp) { if (sp-&gt;skill == s) { return sp-&gt;skmax == l; } } return l == P_ISRESTRICTED; } bool is_restricted(const Role &amp;r, const Skill &amp;s) { return role_has_skill_level(r, s, P_ISRESTRICTED); } bool role_has_level(const Role &amp;r, const Level &amp;l) { for (const def_skill *sp = r.skills; sp-&gt;skill != P_NONE; ++sp) { if (sp-&gt;skmax == l) { return true; } } return l == P_ISRESTRICTED; } void print_header(void) { cout &lt;&lt; "! {{diagonal split header|[[Skill|Skill]]|[[Role|Role]]}}"; for (int i = 0; i &lt; NUM_ROLES; i++) { const Role &amp;r = ROLES[i]; cout &lt;&lt; " !! [[" &lt;&lt; r.long_name &lt;&lt; "|" &lt;&lt; r.short_name &lt;&lt; "]]"; } cout &lt;&lt; endl; } void print_role_skill_level( const Role &amp;r, const Skill &amp;s, const char *stringifier(const Skill &amp;) ) { for (const def_skill *sp = r.skills; sp-&gt;skill != P_NONE; ++sp) { if (sp-&gt;skill == s) { cout &lt;&lt; stringifier(sp-&gt;skmax); return; } } cout &lt;&lt; stringifier(P_ISRESTRICTED); } void print_role_skill_level_char(const Role &amp;r, const Skill &amp;s) { print_role_skill_level(r, s, level_char); } void print_role_skill_level_full(const Role &amp;r, const Skill &amp;s) { print_role_skill_level(r, s, level_full); } void print_role_skill_level_span_class(const Role &amp;r, const Skill &amp;s) { print_role_skill_level(r, s, level_span_class); } void print_warning(void) { cout &lt;&lt; "<!-- GENERATED PAGE; DO NOT EDIT DIRECTLY -->" &lt;&lt; endl; } void print_noinclude(const char *category, const char *index) { cout &lt;&lt; "<noinclude>" &lt;&lt; endl; cout &lt;&lt; "This page was generated using [[NetHackWiki:Skill table generator]]. " "Instead of editing this page, edit that program, and re-generate " "this page." &lt;&lt; endl &lt;&lt; endl &lt;&lt; "{{nethack-" &lt;&lt; VERSION_MAJOR &lt;&lt; VERSION_MINOR &lt;&lt; PATCHLEVEL &lt;&lt; "}}" &lt;&lt; endl &lt;&lt; "[[Category:" &lt;&lt; category &lt;&lt; "|" &lt;&lt; index &lt;&lt; "]]" &lt;&lt; endl &lt;&lt; "</noinclude>" &lt;&lt; endl; } string skill_link(const Skill &amp;s) { return string("[[") + skill_full_name(s) + "|" + skill_raw_name(s) + "]]"; } void print_skill_link(const Skill &amp;s) { cout &lt;&lt; skill_link(s); } void print_role_skills(const Role &amp;r, const Skill &amp;first, const Skill &amp;last) { for (Skill s = first; s &lt;= last; ++s) { if (is_restricted(r, s)) { continue; } cout &lt;&lt; "|-" &lt;&lt; endl; cout &lt;&lt; "| "; print_skill_link(s); cout &lt;&lt; " || "; print_role_skill_level_full(r, s); cout &lt;&lt; endl; } } void do_skill_table(const char *index, const Skill &amp;first, const Skill &amp;last) { print_warning(); cout &lt;&lt; "{| class=\"prettytable " &lt;&lt; index &lt;&lt; "-skilltable\"" &lt;&lt; endl; print_header(); for (Skill s = first; s &lt;= last; ++s) { if (s == (P_LAST_WEAPON/2 + 1)) { cout &lt;&lt; "|-" &lt;&lt; endl; print_header(); } cout &lt;&lt; "|-" &lt;&lt; endl; cout &lt;&lt; "|"; print_skill_link(s); for (int i = 0; i &lt; NUM_ROLES; i++) { const Role &amp;r = ROLES[i]; cout &lt;&lt; "\n|"; print_role_skill_level_span_class(r, s); cout &lt;&lt; "| "; print_role_skill_level_char(r, s); } cout &lt;&lt; endl; } cout &lt;&lt; "|}\n"; print_noinclude("Skill tables", index); } void do_role_skill_table(const Role &amp;r) { print_warning(); cout &lt;&lt; "{| class=\"prettytable\"" &lt;&lt; endl; cout &lt;&lt; "! colspan=\"2\" style=\"font-size:larger\" | " &lt;&lt; r.long_name &lt;&lt; " skills" &lt;&lt; endl; cout &lt;&lt; "|-" &lt;&lt; endl; cout &lt;&lt; "! [[Skill|Skill]] !! Maximum level" &lt;&lt; endl; cout &lt;&lt; "|-" &lt;&lt; endl; cout &lt;&lt; "| colspan=\"2\" align=\"center\" | ''Weapon skills''" &lt;&lt; endl; print_role_skills(r, P_FIRST_WEAPON, P_LAST_WEAPON); cout &lt;&lt; "|-" &lt;&lt; endl; cout &lt;&lt; "| colspan=\"2\" align=\"center\" | ''Combat skills''" &lt;&lt; endl; print_role_skills(r, P_FIRST_H_TO_H, P_LAST_H_TO_H); cout &lt;&lt; "|-" &lt;&lt; endl; cout &lt;&lt; "| colspan=\"2\" align=\"center\" | ''Spell skills''" &lt;&lt; endl; print_role_skills(r, P_FIRST_SPELL, P_LAST_SPELL); cout &lt;&lt; "|}"; print_noinclude("Skill tables", r.long_name); } void push_matches( const Role &amp;r, const Skill &amp;first, const Skill &amp;last, const Level &amp;l, vector<string> &amp;v ) { for (Skill s = first; s &lt;= last; ++s) { if (role_has_skill_level(r, s, l)) { v.push_back(skill_link(s)); } } } void print_matches(const char *heading, vector<string> &amp;v) { if (!v.empty()) { cout &lt;&lt; "* ''" &lt;&lt; heading &lt;&lt; ":'' "; for (vector<string>::iterator i = v.begin(); i != v.end(); ++i) { if (i != v.begin()) { cout &lt;&lt; ", "; } cout &lt;&lt; *i; } cout &lt;&lt; endl; } } void do_role_skill_table_2(const Role &amp;r) { print_warning(); cout &lt;&lt; "{| class=\"prettytable\"" &lt;&lt; endl; cout &lt;&lt; "! colspan=\"2\" style=\"font-size:larger\" | " &lt;&lt; r.long_name &lt;&lt; " skills" &lt;&lt; endl; cout &lt;&lt; "|-" &lt;&lt; endl; cout &lt;&lt; "! Max !! [[Skill|Skills]]" &lt;&lt; endl; for (Level l = P_BASIC; l &lt;= P_GRAND_MASTER; l++) { if (!role_has_level(r, l)) { continue; } cout &lt;&lt; "|-" &lt;&lt; endl; cout &lt;&lt; "| " &lt;&lt; level_full(l) &lt;&lt; endl; cout &lt;&lt; "|" &lt;&lt; endl; vector<string> weapon; push_matches(r, P_FIRST_WEAPON, P_LAST_WEAPON, l, weapon); print_matches("Weapons", weapon); vector<string> combat; push_matches(r, P_FIRST_H_TO_H, P_LAST_H_TO_H, l, combat); print_matches("Combat", combat); vector<string> spell; push_matches(r, P_FIRST_SPELL, P_LAST_SPELL, l, spell); print_matches("Spells", spell); } cout &lt;&lt; "|}"; print_noinclude("Skill tables", r.long_name); } void do_skill_role_table(const Skill &amp;s) { print_warning(); cout &lt;&lt; "{| class=\"prettytable\"" &lt;&lt; endl; cout &lt;&lt; "! colspan=\"2\" style=\"font-size:larger\" | " &lt;&lt; init_cap(skill_full_name(s)) &lt;&lt; endl; cout &lt;&lt; "|-" &lt;&lt; endl; cout &lt;&lt; "! [[Role|Role]] !! Maximum level" &lt;&lt; endl; for (int i = 0; i &lt; NUM_ROLES; ++i) { const Role &amp;r = ROLES[i]; if (is_restricted(r, s)) { continue; } cout &lt;&lt; "|-" &lt;&lt; endl; cout &lt;&lt; "| [[" &lt;&lt; r.long_name &lt;&lt; "]]"; cout &lt;&lt; " || "; print_role_skill_level_full(r, s); cout &lt;&lt; endl; } cout &lt;&lt; "|}"; string index(init_cap(skill_full_name(s))); print_noinclude("Skill-specific skill tables", index.c_str()); } bool some_role_has_level(const Skill &amp;s, const Level &amp;l) { for (int i = 0; i &lt; NUM_ROLES; ++i) { const Role &amp;r = ROLES[i]; for (const def_skill *sp = r.skills; sp-&gt;skill != P_NONE; ++sp) { if (sp-&gt;skill == s &amp;&amp; sp-&gt;skmax == l) { return true; } } } return l == P_ISRESTRICTED; } void push_matching_roles(const Skill &amp;s, const Level &amp;l, vector<string> &amp;v) { for (int i = 0; i &lt; NUM_ROLES; ++i) { const Role &amp;r = ROLES[i]; if (role_has_skill_level(r, s, l)) { v.push_back(string("[[") + r.long_name + "]]"); } } } void print_matching_roles(vector<string> &amp;v) { if (!v.empty()) { cout &lt;&lt; "* "; for (vector<string>::iterator i = v.begin(); i != v.end(); ++i) { if (i != v.begin()) { cout &lt;&lt; ", "; } cout &lt;&lt; *i; } cout &lt;&lt; endl; } } void do_skill_role_table_2(const Skill &amp;s) { print_warning(); cout &lt;&lt; "{| class=\"prettytable\"" &lt;&lt; endl; cout &lt;&lt; "! colspan=\"2\" style=\"font-size:larger\" | " &lt;&lt; init_cap(skill_full_name(s)) &lt;&lt; endl; cout &lt;&lt; "|-" &lt;&lt; endl; cout &lt;&lt; "! Max !! [[Role|Role]]" &lt;&lt; endl; for (Level l = P_BASIC; l &lt;= P_GRAND_MASTER; l++) { if (!some_role_has_level(s, l)) { continue; } cout &lt;&lt; "|-" &lt;&lt; endl; cout &lt;&lt; "| " &lt;&lt; level_full(l) &lt;&lt; endl; cout &lt;&lt; "|" &lt;&lt; endl; vector<string> roles; push_matching_roles(s, l, roles); print_matching_roles(roles); } cout &lt;&lt; "|}"; string index(init_cap(skill_full_name(s))); print_noinclude("Skill-specific skill tables", index.c_str()); } void print_usage(const char *name) { cout &lt;&lt; "Usage:" &lt;&lt; endl &lt;&lt; endl; cout &lt;&lt; " " &lt;&lt; name &lt;&lt; " weapon|combat|spell" &lt;&lt; endl; cout &lt;&lt; " ==&gt; overall weapon/combat/spell matrix" &lt;&lt; endl &lt;&lt; endl; cout &lt;&lt; " " &lt;&lt; name &lt;&lt; " Role" &lt;&lt; endl; cout &lt;&lt; " ==&gt; role-specific table (type A)" &lt;&lt; endl &lt;&lt; endl; cout &lt;&lt; " " &lt;&lt; name &lt;&lt; " Rol" &lt;&lt; endl; cout &lt;&lt; " ==&gt; role-specific table (type B)" &lt;&lt; endl &lt;&lt; endl; cout &lt;&lt; " " &lt;&lt; name &lt;&lt; " \"skill\"" &lt;&lt; endl; cout &lt;&lt; " ==&gt; skill-specific table" &lt;&lt; endl; } int main(int argc, const char **argv) { if (argc == 2) { const string arg = all_caps(argv[1]); if (arg == "WEAPON") { do_skill_table("Weapon", P_FIRST_WEAPON, P_LAST_WEAPON); } else if (arg == "COMBAT") { do_skill_table("Combat", P_FIRST_H_TO_H, P_LAST_H_TO_H); } else if (arg == "SPELL") { do_skill_table("Spell", P_FIRST_SPELL, P_LAST_SPELL); } else { for (int i = 0; i &lt; NUM_ROLES; ++i) { const Role &amp;r = ROLES[i]; if (arg == all_caps(r.short_name)) { do_role_skill_table(r); exit(0); } else if (arg == all_caps(r.long_name)) { do_role_skill_table_2(r); exit(0); } } for (Skill s = 0; s &lt; P_NUM_SKILLS; ++s) { if (arg == all_caps(skill_raw_name(s))) { do_skill_role_table_2(s); exit(0); } } print_usage(argv[0]); } } else { print_usage(argv[0]); } } skillgen.pl #!/usr/bin/env perl use MediaWiki::API; $user = shift @ARGV; $pass = shift @ARGV; print "Using $user $pass\n"; $mw = MediaWiki::API-&gt;new(); $mw-&gt;{config}-&gt;{api_url} = 'https://nethackwiki.com/w/api.php'; $mw-&gt;login( { lgname =&gt; $user, lgpassword =&gt; $pass } ) || die $mw-&gt;{error}-&gt;{code} . ': ' . $mw-&gt;{error}-&gt;{details}; @list = ( "Template:Archeologist skill table", "Template:Barbarian skill table", "Template:Caveman skill table", "Template:Healer skill table", "Template:Knight skill table", "Template:Monk skill table", "Template:Priest skill table", "Template:Ranger skill table", "Template:Rogue skill table", "Template:Samurai skill table", "Template:Tourist skill table", "Template:Valkyrie skill table", "Template:Wizard skill table", # roles above here, others below "Template:Attack spells skill table", "Template:Axe skill table", "Template:Bare hands skill table", "Template:Boomerang skill table", "Template:Bow skill table", "Template:Broadsword skill table", "Template:Clerical spells skill table", "Template:Club skill table", "Template:Combat skill table", "Template:Crossbow skill table", "Template:Dagger skill table", "Template:Dart skill table", "Template:Divination spells skill table", "Template:Enchantment spells skill table", "Template:Escape spells skill table", "Template:Flail skill table", "Template:Hammer skill table", "Template:Healing spells skill table", #"Template:Javelin skill table", # skill no longer exists since 3.6.0 "Template:Knife skill table", "Template:Lance skill table", "Template:Long sword skill table", "Template:Mace skill table", "Template:Martial arts skill table", "Template:Matter spells skill table", "Template:Morning star skill table", "Template:Pick-axe skill table", "Template:Polearms skill table", "Template:Quarterstaff skill table", "Template:Riding skill table", "Template:Saber skill table", "Template:Scimitar skill table", "Template:Short sword skill table", "Template:Shuriken skill table", "Template:Sling skill table", "Template:Spear skill table", "Template:Spell skill table", "Template:Trident skill table", "Template:Two weapon combat skill table", "Template:Two-handed sword skill table", "Template:Unicorn horn skill table", "Template:Weapon skill table", "Template:Whip skill table", ); foreach $item (@list) { $page = $item; $page =~ s/ /_/g; $arg = $item; $arg =~ s/ skill table$//g; $arg =~ s/ spells$//g; $arg =~ s/^Template://g; print "./skillgen \"$arg\" &gt; \"$page\"\n"; `./skillgen "$arg" &gt; "$page"`; $text = `cat "$page"`; print "getting token\n"; $csrf = $mw-&gt;api( { action =&gt; 'query', meta =&gt; 'tokens' } ) || die $mw-&gt;{error}-&gt;{code} . ': ' . $mw-&gt;{error}-&gt;{details}; print "doing edit\n"; $mw-&gt;edit( { action =&gt; "edit", title =&gt; $page, text =&gt; $text, token =&gt; $csrf } ) || die $mw-&gt;{error}-&gt;{code} . ': ' . $mw-&gt;{error}-&gt;{details}; sleep 5; } print "logout\n"; $mw-&gt;logout() || die $mw-&gt;{error}-&gt;{code} . ': ' . $mw-&gt;{error}-&gt;{details}; </string></string></string></string></string></string></string></string></string></string></strange></stdlib.h></vector></cctype></iostream></string>
# Options Contents 1 Configuration file 2 In-game 3 Command line 4 Options 4.1 AUTOCOMPLETE 4.2 acoustics 4.3 align 4.4 autodescribe 4.5 autodig 4.6 autoopen 4.7 autopickup 4.8 AUTOPICKUP_EXCEPTION 4.9 autoquiver 4.10 BIND 4.11 blind 4.12 bones 4.13 boulder 4.14 catname 4.15 character 4.16 checkpoint 4.17 checkspace 4.18 CHOOSE 4.19 clicklook 4.20 cmdassist 4.21 confirm 4.22 dark_room 4.23 disclose 4.24 dogname 4.25 extmenu 4.26 female 4.27 fixinv 4.28 force_invmenu 4.29 fruit 4.30 gender 4.31 goldX 4.32 help 4.33 herecmd_menu 4.34 hilite_pet 4.35 hilite_pile 4.36 hilite_status 4.37 hitpointbar 4.38 horsename 4.39 ignintr 4.40 implicit_uncursed 4.41 legacy 4.42 lit_corridor 4.43 lootabc 4.44 mail 4.45 male 4.46 mention_walls 4.47 menucolors 4.48 menustyle 4.49 menu_deselect_all 4.50 menu_deselect_page 4.51 menu_first_page 4.52 menu_headings 4.53 menu_invert_all 4.54 menu_invert_page 4.55 menu_last_page 4.56 menu_next_page 4.57 menu_objsyms 4.58 menu_overlay 4.59 menu_previous_page 4.60 menu_search 4.61 menu_select_all 4.62 menu_select_page 4.63 menu_tab_sep 4.64 msghistory 4.65 msg_window 4.66 MSGTYPE 4.67 name 4.68 news 4.69 nudist 4.70 null 4.71 number_pad 4.72 packorder 4.73 paranoid_confirmation 4.74 perm_invent 4.75 pettype 4.76 pickup_burden 4.77 pickup_thrown 4.78 pickup_types 4.79 pile_limit 4.80 playmode 4.81 pushweapon 4.82 race 4.83 rest_on_space 4.84 role 4.85 roguesymset 4.86 rlecomp 4.87 runmode 4.88 safe_pet 4.89 sanity_check 4.90 scores 4.91 showexp 4.92 showrace 4.93 showscore 4.94 silent 4.95 sortloot 4.96 sortpack 4.97 SOUND 4.98 sparkle 4.99 standout 4.100 status_updates 4.101 statushilites 4.102 statuslines 4.103 suppress_alert 4.104 symset 4.105 time 4.106 timed_delay 4.107 tombstone 4.108 toptenwin 4.109 travel 4.110 verbose 4.111 vt_tiledata 4.112 whatis_coord 4.113 whatis_filter 4.114 whatis_menu 4.115 whatis_moveskip 4.116 windowtype 4.117 wizkit 4.118 zerocomp 5 Window Port Customization Options 5.1 align_message 5.2 align_status 5.3 ascii_map 5.4 color 5.5 eight_bit_tty 5.6 font_map 5.7 font_menu 5.8 font_message 5.9 font_status 5.10 font_text 5.11 font_size_map 5.12 font_size_menu 5.13 font_size_message 5.14 font_size_status 5.15 font_size_text 5.16 fullscreen 5.17 large_font 5.18 map_mode 5.19 mouse_support 5.20 player_selection 5.21 popup_dialog 5.22 preload_tiles 5.23 scroll_amount 5.24 scroll_margin 5.25 selectsaved 5.26 softkeyboard 5.27 splash_screen 5.28 tile_width 5.29 tile_height 5.30 tile_file 5.31 tiled_map 5.32 use_darkgray 5.33 use_inverse 5.34 vary_msgcount 5.35 windowcolors 5.36 wraptext 6 Platform-specific Customization options 6.1 altkeyhandler 6.2 altmeta 6.3 BIOS 6.4 DECgraphics 6.5 flush 6.6 IBMgraphics 6.7 MacGraphics 6.8 page_wait 6.9 rawio 6.10 soundcard 6.11 subkeyvalue 6.12 video 6.13 videocolors 6.14 videoshades 7 References The game options affect the look and feel of the game. They can be changed: permanently in the configuration file at one of the following locations: Windows (as of Nethack 3.6.2): .nethackrc located in %USERPROFILE%\NetHack\) DOS and Windows (before 3.6.2): defaults.nh in the same directory as nethack.exe or nethackW.exe) Unix (unix-based or unix-like systems, including macOS and Linux): ~/.nethackrc pre-OSX-Mac and BeOS: NetHack Defaults Amiga, Atari, OS/2 and VMS: NetHack.cnf temporarily by using the in-game options screen, accessible by pressing shift&nbsp;+ o in the game each time the game is run, on the command line. when the game is compiled. There are two types of options, boolean and compound options. Boolean options toggle a setting on or off, while compound options take more diverse values. Configuration file Options are usually prefixed by 'OPTIONS=' on each line. Name a boolean option in the configuration file to turn it on, and prefix it with 'no' or '!' to turn it off. Options can be combined into one line for brevity: OPTIONS=boulder:0, color, autodig, !cmdassist, norest_on_space For compound options, the option name and value are separated by a colon: OPTIONS=catname:Mirri The above two lines set boulder to 0, enable color and autodig, disable cmdassist and rest_on_space, and set your cat's name to Mirri. Any line beginning with a '#' is a comment; i.e. the line is ignored. Persistent options: Some options are marked persistent, and are saved and reloaded along with the game. Changing a persistent option in the configuration file applies only to new games. If a configuration file does not exist, create a new one that's appropriate for your system with a text file editor. (For Mac macOS Terminal, use ~/.nethackrc instead of NetHack Defaults) In-game The in-game configuration menu is brought up by pressing shift&nbsp;+ o. It is similar to an item selection menu, where you use alphabetic letters to select which options to change. Boolean options are toggled on or off, while you are prompted to enter new values for compound options. Some options cannot be changed in-game. Command line You can also set options from the command line by setting the NETHACKOPTIONS environment variable. If the value starts with '\' or '/' or '@', it is considered to be a config file name. For example: NETHACKOPTIONS=boulder:0, color, autodig or NETHACKOPTIONS=@/home/username/.nethackrc Options AUTOCOMPLETE Enable or disable autocompletion when entering particular extended commands. Listing them in a comma-separated list enables, prefixing with ! disables. Example: AUTOCOMPLETE=zap,!annotate acoustics Enable messages about what your character hears. Boolean option, defaults to TRUE. align Your starting alignment. Compound option, with possible values of lawful, neutral, chaotic, or random. The first letter may be given alone. Prefix with&nbsp;! to exclude that alignment from being picked randomly. Cannot be set in-game. Example that excludes chaotic: OPTIONS=align:!c autodescribe Automatically describe the terrain under cursor when asked to get a location on the map. The whatis_coord option controls whether the description includes map coordinates. It can be toggled by typing # while targeting. autodig Automatically dig, if you're wielding a digging tool and moving into a place that can be dug. Boolean option, defaults to FALSE. Can be set in-game. Persistent. autoopen Walking into a door attempts to open it. Boolean option, defaults to TRUE. Persistent. autopickup Main article: Autopickup Automatically pick up things onto which you move. See also pickup_types, pickup_burden, pickup_thrown, and Autopickup_exceptions. Boolean option, defaults to TRUE. Can be set in-game. AUTOPICKUP_EXCEPTION Main article: Autopickup_exception Autopickup exceptions allow you to specify particular expression matches for more nuanced autopickup usage. See the main article for usage information. autoquiver Automatically quiver some suitable weapon if your quiver empties when firing. Boolean option, defaults to FALSE. Can be set in-game. Persistent. BIND Change the key bindings of special keys, menu accelerators, or extended commands. You can specify multiple bindings for a single command. The format is a comma-separated list, with colon-separated keybinding and command. A binding overrides an existing key usage. Example: BIND=!:loot,^v:untrap,M-x:terrain See Binding keys for a more detailed description and a list of bindable special commands. blind Start the character permanently blind. Boolean option, defaults to FALSE. Persistent. bones Allow saving and loading bones files. Boolean option, defaults to TRUE. Persistent. boulder Set the symbol used to display boulders. For example boulder:0 Compound option with default value of `. Can be set in-game. Can also be defined using ASCII value, and without the OPTIONS prefix simply as BOULDER=48 For example, BOULDER=64 would be equal to OPTIONS=boulder:@. See also Custom map symbols#BOULDER This option has been superseded by the SYMBOLS= format described in the symset option, though this method still functions. catname Set the name of your starting cat. Compound option, and it cannot be set within game. See also dogname and horsename. Example: OPTIONS=catname:Whiskers character Synonym for role. checkpoint Save game state after each level change, for possible recovery after program crash. Boolean option, defaults to TRUE. Can be set in-game. checkspace Check free disk space before writing files to disk. You may have to turn this off if you have more than 2 GB free space on the partition used for your save and level files. A boolean option, defaults to on. Only applies when MFLOPPY was defined during compilation. CHOOSE Choose at random one of the comma-separated parameters as an active section name. Lines in other sections are ignored. This allows for a fine-tuned options set for particular roles. Example: CHOOSE=char A,char B [char A] OPTIONS=role:arc,race:dwa,align:law,gender:fem [char B] OPTIONS=role:wiz,race:elf,align:cha,gender:mal clicklook Allows looking at things on the screen by navigating the mouse over them and clicking the right mouse button. Boolean option, defaults to FALSE. cmdassist NetHack provides some additional command assistance when it detects some anticipated mistakes. Boolean option, defaults to TRUE. Can be set in-game. confirm Have user confirm attacks on peaceful creatures. Boolean option, defaults to TRUE. Can be set in-game. Persistent. dark_room Draw unseen (line-of-sight blocked) areas of lit rooms as if they were unlit. Boolean value, defaults to FALSE. Persistent. disclose Controls the prompts at the end of the game. Possible values are i - disclose your inventory a - disclose your attributes v - summarize monsters you've killed g - list genocided monsters c - display conduct o - display dungeon overview Each of those values can be preceded with a value that tells how it behaves. The possible values are y - prompt, defaults to yes n - prompt, defaults to no + - disclose without prompting - - don't disclose, don't prompt The listing of killed monsters can be sorted, so there are two additional choices for v: ? - prompt you and default to ask on the prompt; # - disclose it without prompting, ask for sort order. For example OPTIONS=disclose:yi na +v -g -c -o Persistent. dogname Set the name of your starting dog. Compound option, and it cannot be set within game. See also catname and horsename. Example: OPTIONS=dogname:Cujo extmenu Does extended commands interface pop up a menu? Boolean option, defaults to FALSE. Only implemented for the TTY windowport. female An obsolete synonym for gender:female. Cannot be set in-game. A user has suggested improving this page or section as follows: "Since it is "obsolete" can we delete this section? It is handled by the gender option." fixinv An object's inventory letter sticks to it when it's dropped, so when you pick it up again, it will have the same inventory letter, unless there is already another item in your inventory using that letter. Boolean option, defaults to TRUE. Can be set in-game. Persistent. force_invmenu Commands asking for an inventory item will show a menu instead of a text query with possible menu letters. Boolean option, default is FALSE. fruit Set the name of the user-definable fruit. Compound option, takes a string, with a default value of slime mold. Can be set in-game. gender Sets the gender of your character. A compound option, with possible values of male, female, or random. Default value is to pick an appropriate gender randomly. Cannot be set in-game. goldX When filtering objects based on blessed/cursed state (BUCX), this options specifices whether to include gold as X (unknown state) when on, and U (uncursed) when off. Default is off. help If more information is available for an object looked at with the what is / command, ask if you want to see it. Boolean option, defaults to TRUE. Can be set in-game. Persistent. herecmd_menu When using a windowport that supports mouse and clicking on yourself or next to you, show a menu of possible actions for the location. Same as herecmdmenu and therecmdmenu commands. hilite_pet Visually distinguish pets from similar animals (This includes both your starting pet and any monsters you happen to tame along the way). Boolean option, defaults to FALSE. Can be set in-game. hilite_pile Visually distinguish piles of objects from individual objects. Boolean option, defaults to FALSE. hilite_status If the statushilites option is set, this option allows you to customize your game display by setting thresholds to change the color or appearance of fields in the status bar. This is an "experimental feature" in NetHack 3.6.0 (in particular, it is missing from all official binaries, but most public servers enable it). In NetHack 3.6.1, it has been changed significantly and uses some different syntax. For a full guide on configuring status hilites, see Status hilites. The whole feature can be disabled by turning the statushilites option off. hitpointbar Show a hit point bar graph behind your name and title. Only available for TTY and Windows GUI, and only when statushilites is on. horsename Set the name of your starting horse. Compound option, and it cannot be set within game. See also catname and dogname. ignintr Ignore interrupt signals, including breaks. Boolean option, defaults to FALSE. Not implemented on Mac. Can be set in-game. Persistent. implicit_uncursed Omit "uncursed" from inventory lists, if possible. Boolean option, defaults to TRUE. legacy Display an introductory message when starting the game. Boolean option, defaults to TRUE. Cannot be set in-game. lit_corridor Distinguish visually between lit and unlit corridors. Boolean option, defaults to FALSE. Can be set in-game. Persistent. lootabc Use the old a, b and c keyboard shortcuts in the looting menu. Boolean option, defaults to FALSE. Can be set in-game. Persistent. mail Enable mail delivery during the game. Boolean option, defaults to TRUE. Only meaningful if NetHack was compiled with MAIL. Can be set in-game. male An obsolete synonym for gender:male. Cannot be set in-game. A user has suggested improving this page or section as follows: "Since it is "obsolete" can we delete this section? It is handled by the gender option." mention_walls Give feedback when walking against a wall. Boolean value, defaults to FALSE. menucolors Main article: Menucolors Enable coloring menu lines. Boolean value, defaults to FALSE. See main article for how to set menucolors with particular expression matches. menustyle Controls the interface used when you need to choose various objects (in response to the Drop command, for instance). Persistent. Compound option, with following possible values: Option Description traditional prompt for object class characters, followed by an object-by-object prompt for all matching items combination prompt for object classes of interest, then display a menu of matching objects partial skip the object class filtering and immediately display a menu of all objects full display a menu of object classes, and then a menu of matching objects menu_deselect_all Menu character accelerator to deselect all items in a menu. Implemented by the Amiga, Gem, X11 and tty ports. Compound option, with default of '-'. Cannot be set in-game. menu_deselect_page Menu character accelerator to deselect all items on this page of a menu. Implemented by the Amiga, Gem and tty ports. Compound option, with default of '\'. Cannot be set in-game. menu_first_page Menu character accelerator to jump to the first page of a menu. Implemented by the Amiga, Gem and tty ports. Compound option, with default of '^'. Cannot be set in-game. menu_headings Controls how the headings in a menu are highlighted. Compound option, with possible values of none, bold, dim, underline, blink, or inverse. Not all ports can actually display all types. menu_invert_all Menu character accelerator to toggle the selections in a menu. Implemented by the Amiga, Gem, X11 and tty ports. Compound option, with default of '@'. Cannot be set in-game. menu_invert_page Menu character accelerator to toggle the selection on this page of a menu. Implemented by the Amiga, Gem and tty ports. Compound option, with default of '~'. Cannot be set in-game. menu_last_page Menu character accelerator to jump to the last page of a menu. Implemented by the Amiga, Gem and tty ports. Compound option, with default of '|'. Cannot be set in-game. menu_next_page Menu character accelerator to goto the next page of a menu. Implemented by the Amiga, Gem and tty ports. Compound option, with default of '&gt;'. Cannot be set in-game. menu_objsyms Show object symbols in menu headings in menus where the object symbols act as menu accelerators. Boolean option, defaults to FALSE. menu_overlay Do not clear the screen before drawing menus, and align menus to the right edge of the screen. Only for the TTY windowport. Boolean option, defaults to TRUE. menu_previous_page Menu character accelerator to goto the previous page of a menu. Implemented by the Amiga, Gem and tty ports. Compound option, with default of '&lt;'. Cannot be set in-game. menu_search Menu character accelerator to search for a menu item. Implemented by the Amiga, Gem and X11 ports. Compound option, with default of ':'. Cannot be set in-game. menu_select_all Menu character accelerator to select all items in a menu. Implemented by the Amiga, Gem, X11 and tty ports. Compound option, with default of '.'. Cannot be set in-game. menu_select_page Menu character accelerator to select all items on this page of a menu. Implemented by the Amiga, Gem and tty ports. Compound option, with default of ','. Cannot be set in-game. menu_tab_sep Use tabs to separate menu names from their values. This option is only shown when in wizard-mode, and is only meant for testing purposes. msghistory Number of message-window messages to save. Compound option, takes a positive number, with default of 20. Maximum and minimum values depend on the window port; For the TTY, X11 and Gem ports the minimum is 20 and maximum 60. Cannot be set in-game. msg_window How to show the latest messages recalled with ^P. Compound option, with the following possible values: Option Description single show single message combination two messages as single, then as full full full window, oldest message first reversed full window, newest message first You can use the first letter of an option to specify that option. For backwards compatibility, no value needs to be given; in that case defaults to 'full', or it can be negated like a boolean option, in which case defaults to 'single'. Can be set in-game only if playing the TTY windowport. MSGTYPE Main article: MSGTYPE Can be used to hide obnoxious messages or emphasize dangerous ones. See main article for how to use MSGTYPEs. name The name of your character. Compound option, defaults to your user name. If set to player, then NetHack will ask for the user name, even on systems where it normally wouldn't. If suffixed with dash and character role letter (one of -A -B -C -H -K -M -P -Ra -Ro -S -T -V -W), then also defines the character role, or if suffixed with -@, then selects a random role. Cannot be set in-game. news Read the NetHack news file at start of game, if present. Boolean option, defaults to TRUE. nudist Start the character with no armor. Boolean option, defaults to FALSE. Persistent. null Send padding NULLs to terminal. A boolean, defaults to FALSE. Only used if you compiled NetHack with TERMCAP and without TIMED_DELAY. Persistent. number_pad Use the number keys to move instead of hjklyubn. Valid options are: Option Description 0 move by letters; 'yuhjklbn' 1 move by numbers; digit 5 acts as G movement prefix 2 like 1 but 5 works as g prefix instead of as G 3 by numbers using phone key layout; 123 above, 789 below 4 combines 3 with 2; phone layout plus MSDOS compatibility, where 5 means g, alt&nbsp;+ 5 means G, and alt&nbsp;+ 0 mean I -1 by letters but use z to go northwest, y to zap wands (for German keyboards) With number_pad set to 1, 2, 3, or 4, counts need to be prefixed with n (n50s to search 50 times). Also, some extended commands are available in a short form (l performs #loot, u performs #untrap, etc). For backwards compatibility, number_pad without a value is synonymous to number_pad:1. packorder Sets the order of item classes shown in inventory. Compound option, takes a string of up to 14 characters, with default values of ")[%?+!=/(*`0_. Omitted types are filled in at the end from the previous order. Can be set in-game. Persistent. paranoid_confirmation A space-separated list of specific situations where alternate prompting is desired. The default is paranoid_confirmation:pray. Option Description Confirm for any prompts which are set to require "yes" rather than 'y', also require "no" to reject instead of accepting any non-yes response as no quit require "yes" rathern than 'y' to confirm quitting the game or switching into non-scoring explore mode die require "yes" rather than 'y' to confirm dying (applies only to explore mode) bones require "yes" rather than 'y' to confirm saving bones data when dying in debug mode attack require "yes" rather than 'y' to confirm attacking a peaceful monster pray require 'y' to confirm an attempt to pray rather than immediately praying; on by default wand-break require "yes" rather than 'y' to confirm breaking a wand. (NetHack 3.6.2 only) Were-change require "yes" rather than 'y' to confirm changing form due to lycanthropy when hero has polymorph control. (NetHack 3.6.2 only) Remove require selection from inventory for R and T commands even when wearing just one applicable item all turn on all of the above The following information pertains to an upcoming version (NetHack 3.7.0). If this version is now released, please verify that it is still accurate, then update the page to incorporate this information. This commit introduces paranoid_confirmation:swim, which will prevent you from walking onto water or lava unless you prefix the movement with m. By default, the pray choice is enabled, the others disabled. To disable it without setting any of the other choices, use paranoid_confirmation:none. To keep it enabled while setting any of the others, include it in the list: OPTIONS=paranoid_confirmation:attack pray Remove perm_invent Show permanent inventory window. Boolean option, defaults to FALSE. Not used on TTY. Can be set in-game. Persistent. pettype Sets your preferred pet type. A compound option, with possible value of cat, dog, or use none to start a game without a pet. Cannot be set in-game. pickup_burden Prompt for confirmation before picking up items that will push the character's encumbrance past a given level -- Unencumbered, Burdened, streSsed, straiNed, Overtaxed, or overLoaded. This will not prompt the player when picking up a loadstone.[1] Defaults to S. Persistent. pickup_thrown If this option is on and autopickup is also on, try to pick up things that you threw, even if they aren't in pickup_types or match an autopickup exception. Boolean option, defaults to TRUE. Persistent. pickup_types Specify the object types to be picked up when autopickup is on. Default is all to pick up all types. For example "pickup_types:?!/" would pick up all scrolls, potions and wands. Persistent. pile_limit When walking across a pile of objects on the floor, threshold at which the message "there are few/several/many objects here" is given instead of showing a popup list of those objects. A value of 0 means "no limit" (always list the objects); a value of 1 effectively means "never show the objects" since the pile size will always be at least that big; default value is 5. Persistent. playmode Values are normal, explore, or debug. Allows selection of explore mode (also known as discovery mode) or debug mode (also known as wizard mode) instead of normal play. Debug mode might only be allowed for someone logged in under a particular user name (on multi-user system) or it might be disabled entirely. Requesting it when not allowed or not possible results in explore mode instead. NAO has both Explore and Debug modes disabled entirely. Default is normal play. pushweapon If you wield something when you are already wielding something else, the old weapon is pushed into the alternate weapon slot. Boolean option, defaults to FALSE. Can be set in-game. Persistent. race Set your character's race. A compound option, with possible values of human, elf, dwarf, gnome, orc, or random, with default of random. If you prefix a ! to the value, you can exclude that race from being picked randomly. Cannot be set in-game. Persistent. rest_on_space Space waits for a turn. This is considered by some as a very easy way to get killed. Boolean option, defaults to FALSE. Can be set in-game. Persistent. role Set your character's role. Can also be random. A compound option. See name option for an alternate method of specifying your role. Normally only the first letter of the value is examined, with r being the exception with Rogue, Ranger, and random values. If you prefix an option with !, you can exclude that role from being picked randomly. Cannot be set in-game. Persistent. roguesymset This option may be used to select one of the named symbol sets found within the symbols file to alter the symbols displayed on the screen on the rogue level. rlecomp When writing out a save file, perform a run length compression of the map. Not all ports support run length compression. It has no effect on reading an existing save file. runmode Set the screen updating interval for multi-turn actions, eg. running or traveling. Can be set in-game. Compound option with the following possible values: Option Description teleport update the map after movement has finished run update the map after every seven or so steps (default) walk update the map after each step crawl like walk, but pause briefly after each step safe_pet Prevents you from (knowingly) attacking your pet by moving into it. TRUE is the best setting as attacking a pet, should you wish to, is easily accomplished using the fight command. Boolean option, defaults to TRUE. Can be set in-game. sanity_check This option turns on debugging output, and is only available in wizard mode. Boolean option, defaults to FALSE. scores Control what part of hiscore list to show at the end of game. Compound option. Can be set in-game. Persistent. Accept the following options, separated by spaces: o - show my own score. Can be prefixed with ! to not show own score. Xa - show X scores around own score Xt - show X scores from the top For example: OPTIONS=scores:10t 2a o showexp Displays the exact number of experience points next to your experience level on the status line. Useful for seeing how close you are to the next level, but it may increase the length of the status line a lot, pushing important notifications (like Hungry, Ill, FoodPois, etc.) off the end. Boolean option, defaults to FALSE. Can be set in-game. Persistent. showrace Uses the symbol for your race instead of @. That's h for dwarves, o for orcs and G for gnomes. Elves are still @. This could be useful for reminding you not to genocide your racial glyph but is not widely used. Boolean option, defaults to FALSE. Can be set in-game. showscore Shows your approximate accumulated score on the bottom line. Boolean option, defaults to FALSE. Can be set in-game. Persistent. Only available if NetHack was compiled with SCORE_ON_BOTL. silent Stops your terminal's bell sounding. Boolean option, defaults to TRUE. Can be set in-game. Persistent. sortloot Controls the sorting behavior of the pickup lists for inventory and #loot commands and some others. Persistent. The possible values are: Option Description full always sort the lists loot only sort the lists that don't use inventory letters, like with the #loot and pickup commands none show lists the traditional way without sorting sortpack Groups similar kinds of objects in your inventory. TRUE is highly recommended. Boolean option, defaults to TRUE. Can be set in-game. Persistent. SOUND Main article: User sounds Allows user-defined sound file to be played when a message is shown. sparkle Display sparkly effect for resisted magical attacks (e.g. a fire attack on a fire-resistant monster). It can be helpful to turn this off on the Plane of Fire, otherwise a dozen or more sparkles will occur per turn. See also timed_delay. Boolean option, defaults to TRUE. Can be set in-game. Persistent. standout Uses standout mode (reverse video) for displaying "--More--". Boolean option, defaults to FALSE. Can be set in-game. Persistent. status_updates Allow updates to the status lines at the bottom of the screen (default true). statushilites Controls how many turns status hilite behaviors highlight the field. If negated or set to zero, disables status hiliting. Only useful when you have status hilite rules configured; see the hilite_status option for more information. statuslines Allows you to choose whether your status bar has 2 or 3 lines. Can also be set during the game. Your user interface must support at least 25 rows, when using the value of 3. This is especially useful in Curses interface. suppress_alert Prevent alert notification messages about feature changes in a NetHack version and the previous versions. Compound option, accepts a string describing a NetHack version. Can be set in-game. Currently only one use, which is to prevent the quiver and quit-command changes: OPTIONS=suppress_alert:3.3.1 symset Main article: symset Select the symbols used to display the game. Replaces the DECgraphics, IBMgraphics, and MACgraphics options. NHAccess (Recommended for blind players) MACgraphics IBMGraphics_2 IBMGraphics_1 IBMgraphics DECgraphics Individual symbols may be set using the following format: SYMBOLS=S_boulder:0 SYMBOLS=S_golem:7 SYMBOLS=S_ghost:8 For a complete list of symbol names, please see the symset article. time Displays elapsed game time, in turns, on the status line. Very useful for estimating prayer timeouts, spell lifespan, and more. Boolean option, defaults to FALSE. Can be set in-game. Persistent. timed_delay On TTY interfaces (unix and VMS), use a timer instead of sending extra screen output when attempting to pause for a display effect. On MSDOS without the termcap lib, chooses whether or not to pause for visual effect. See also sparkle. Boolean option, defaults to TRUE if configured into the program. Can be set in-game. Persistent. tombstone Prints an ASCII tombstone when you die. Boolean option, defaults to TRUE. Can be set in-game. Persistent. toptenwin Prints the top ten high scores in a window rather than stdout. This isn't very useful unless you are using a GUI version. Boolean option, defaults to FALSE. Can be set in-game. Persistent. travel Enables the travel command. Boolean option, defaults to TRUE. Can be set in-game. Persistent. verbose Chooses whether or not to display certain non-essential messages, such as doors being destroyed. Boolean option, defaults to TRUE. Can be set in-game. Persistent. vt_tiledata Main article: vt_tiledata Boolean option. Turning it on will output extra information in the datastream in the form of escape code "ESC [ ... z", meant for graphical frontends. See also EbonHack. whatis_coord When using the / (what is) or ; (far look) commands to look around on the map with autodescribe on, display coordinates after the description. Also works in other situations where you are asked to pick a location. The possible settings are: c - compass ('east' or '3s' or '2n,4w') f - full compass ('east' or '3south' or '2north,4west') m - map <x,y> (map column x=0 is not used) s - screen [row,column] (row is offset to match tty usage) n - none (no coordinates shown). Default. The whatis_coord option is also used with the sub-commands m, M, o, and O when using /, where the 'none' setting is overridden with 'map'. whatis_filter When using the m, o, d, x or a keys to select a location on the map, allows filtering the possible targets. It can be set by typing " while targeting. It can be set to: n - no filtering (default) v - in view only a - in same area only (e.g. same room or same corridor) The area-filter tries to be slightly predictive; if you're standing on a doorway, it will consider the area on the side of the door you were last moving toward. whatis_menu When using the m, o, d, x or a keys to select a location on the map, uses a menu to pick a target. Otherwise, typing a lowercase letter will cycle through targets from nearest to furthest, and an uppercase letter from furthest to nearest. It can be toggled by typing ! while targeting. Boolean, default off. whatis_moveskip When selecting a location on the map, and using shifted movement keys or meta-digit keys to fast-move, instead of moving 8 units at a time, move by skipping the same glyphs. It can be toggled by typing * while targeting. Boolean, default off. windowtype Select which windowing system to use, such as tty or X11 (default depends on version). Cannot be set in-game. Example: OPTIONS=windowtype:tty wizkit Wizard mode-only option. Specifies the path to a text file that contains a list of item names, one per line, up to a maximum of 128 lines. Each line is processed by the function that handles wishing. For example, if you enter this path to a text file in your config: WIZKIT=wizkit.txt And the contents of wizkit.txt are: blessed monster detection ring of levitation amulet of yendor 2 blessed genocide Then your character start with those items in their inventory, in addition to the normal starting items. zerocomp When writing out a save file, perform zero-comp compression of the contents. Not all ports support zero-comp compression. It has no effect on reading an existing save file. Window Port Customization Options align_message Where to align or place the message window. Compound option, with possible values of top, bottom, left, or right. Cannot be set in-game. align_status Where to align or place the status window. Compound option, with possible values of top, bottom, left, or right. Cannot be set in-game. ascii_map NetHack should display an ASCII character map if it can. Boolean option. Can be set in-game. color Main article: colors NetHack should display color if it can for different monsters, objects, and dungeon features. This option matters only for the TTY windowport. Boolean option, defaults to TRUE on most systems including Windows and Mac. Can be set in-game. In case the default color scheme is hard to distinguish on your monitor, you might want to edit the color preferences in your terminal emulator. If you are looking for colors of the wiki itself, see Category:Function_templates and User:Paxed/ReplaceCharsBlock. eight_bit_tty NetHack should pass eight-bit character values straight through to your terminal. Boolean option, defaults to FALSE. Can be set in-game. font_map NetHack should use a font by the chosen name for the map window. font_menu NetHack should use a font by the chosen name for menu windows. font_message NetHack should use a font by the chosen name for the message window. font_status NetHack should use a font by the chosen name for the status window. font_text NetHack should use a font by the chosen name for text windows. font_size_map NetHack should use this size font for the map window. font_size_menu NetHack should use this size font for menu windows. font_size_message NetHack should use this size font for the message window. font_size_status NetHack should use this size font for the status window. font_size_text NetHack should use this size font for text windows. fullscreen NetHack should try and display on the entire screen rather than in a window. Boolean option, defaults to false. Cannot be set in-game. If the game cannot be displayed in fullscreen through this option and you are using the tty interface, you can usually adjust your terminal emulator configuration to achieve a similar effect (e.g. by increasing the font size). large_font NetHack should use a large font. map_mode NetHack should display the map in the manner specified. Used in Windows port to choose between tiles or different sizes of ASCII. Consult defaults.nh for possible options. mouse_support Use mouse for moving around. A boolean, defaults to FALSE. Is displayed, but cannot be set in-game. player_selection NetHack should pop up dialog boxes, or use prompts for character selection. Compound option. Cannot be set in-game. popup_dialog NetHack should pop up dialog boxes for input. Boolean option, defaults to false. Can be set in-game. preload_tiles NetHack should preload tiles into memory. Boolean option, defaults to true. Cannot be set in-game. scroll_amount NetHack should scroll the display this many map cells when the hero reaches the scroll_margin. A compound option, accepts a positive number. Cannot be set in-game. scroll_margin NetHack should scroll the display when the hero or cursor is this number of cells away from the edge of the window. A compound option, accepts a positive number. Cannot be set in-game. selectsaved NetHack should display a menu of existing saved games for the player to choose from at game startup, if it can. Not all ports support this option. softkeyboard Display an on-screen keyboards; handhelds are most likely to support this. Boolean option, defaults to off. Cannot be set in-game. splash_screen NetHack should display an opening splash screen when it starts up. Boolean option, defaults to yes. tile_width Specify the preferred width of each tile in a tile capable port. Compound option, accepts a positive number. Cannot be set in-game. tile_height Specify the preferred height of each tile in a tile capable port. Compound option, accepts a positive number. Cannot be set in-game. tile_file Specify the name of an alternative tile file to override the default. Compound option. Cannot be set in-game. tiled_map NetHack should display a tiled map if it can. Boolean option, Cannot be set in-game. use_darkgray Use bold black instead of blue for black glyphs (TTY only). Boolean option. use_inverse Displays certain things in reverse video. Boolean option, defaults to FALSE on non-Win32 platforms. Can be set in-game. vary_msgcount NetHack should display this number of messages at a time in the message window. Compound option, accepts a positive number. Cannot be set in-game. Implemented only for the Atari GEM, Win32 GUI and WinCE builds. windowcolors NetHack should display windows with the specified foreground/background colors if it can. Compound option. Cannot be set in-game. OPTIONS=windowcolors:wintype fground/bground where wintype is one of menu, message, status, text, and fground and bground are colors, either a hexadecimal #rrggbb, one of the named colors (black, red, green, brown, blue, magenta, cyan, orange, brightgreen, yellow, brightblue, brightmagenta, brightcyan, white, trueblack, gray, purple, silver, maroon, fuchsia, lime, olive, navy, teal, aqua), or one of Windows UI colors (activeborder, activecaption, appworkspace, background, btnface, btnshadow, btntext, captiontext, graytext, greytext, highlight, highlighttext, inactiveborder, inactivecaption, menu, menutext, scrollbar, window, windowframe, windowtext). Example: OPTIONS=windowcolors:menu white/black message green/yellow status white/blue text #ffffff/#000000 wraptext NetHack port should wrap long lines of text if they don't fit in the visible portion of the window. Boolean, defaults to false. Can be set in-game. Platform-specific Customization options altkeyhandler Select an alternate keystroke handler dll to load. The name of the handler is specified without the .dll extension and without any path information. Win32 only. Cannot be set in-game. NetHack comes with nhdefkey.dll, nhraykey.dll, and nh340key.dll. If you are using a non-US keyboard layout and cannot type the dollar sign or the hash mark, try nhraykey. altmeta Enables extended command shortcuts, such as alt&nbsp;+ d to dip.[2] Boolean option, default is off, except on Amiga. Can be set in-game. Is saved into the savefile.[3] BIOS Use BIOS calls to update the screen display quickly and to read the keyboard (allowing the use of arrow keys to move) on machines with an IBM PC compatible BIOS ROM. Boolean option, default off. OS/2, PC, and ST NetHack only. Cannot be set in-game. DECgraphics Use DEC line-drawing characters. Won't work for all terminals. Boolean option, defaults to TRUE. Can be set in-game. Turning this on sets IBMgraphics to FALSE. Starting with NetHack 3.6.0, this option is equivalent to symset:DECgraphics. flush Prevent typeahead. Boolean option, defaults to off. Only usable on Amiga. Can be set in-game. IBMgraphics Main article: IBMgraphics Use IBM extended characters. Won't work for all terminals. Boolean option, defaults to FALSE. Only implemented for the TTY windowport. Can be set in-game. Starting with NetHack 3.6.0, this option is equivalent to symset:IBMgraphics. MacGraphics Use Mac-specific character set to display map. A boolean, Mac-only, defaults to on. See also IBMgraphics and DECgraphics. Starting with NetHack 3.6.0, this option is equivalent to symset:MACgraphics. page_wait Show --more-- after a page of messages. A boolean, Macs only, defaults to on. rawio Force raw (non-cbreak) mode for faster output and more bulletproof input (MS-DOS sometimes treats `^P' as a printer toggle without it) Default off, OS/2, PC, and ST NetHack only. Note: DEC Rainbows hang if this is turned on. Cannot be set in-game. soundcard Compound option, defaults to on. Only for the PC NetHack. Cannot be set in-game. subkeyvalue (Win32 tty NetHack only). May be used to alter the value of keystrokes that the operating system returns to NetHack to help compensate for international keyboard issues. OPTIONS=subkeyvalue:171/92 will return 92 to NetHack, if 171 was originally going to be returned. You can use multiple subkeyvalue statements in the config file if needed. Cannot be set in-game. video Set the video mode used. PC NetHack only. Values are autodetect, default, or vga. Setting vga (or autodetect with vga hardware present) will cause the game to display tiles. Cannot be set in-game. videocolors Set the color palette for PC systems using NO_TERMS (default 4-2-6-1-5-3-15-12-10-14-9-13-11, PC NetHack only). The order of colors is red, green, brown, blue, magenta, cyan, bright.white, bright.red, bright.green, yellow, bright.blue, bright.magenta, and bright.cyan. Cannot be set in-game. Note: If the #version-command shows screen control via foo, where foo is one of mactty, BIOS, DJGPP fast, VGA graphics or WIN32 console I/O, then your version of NetHack supports setting videocolors. videoshades Set the intensity level of the three gray scales available (default is videoshades:dark-normal-light, PC NetHack only). If the game display is difficult to read, try adjusting these scales; if this does not correct the problem, try !color. Possible values are the 3 brightnesses (dark, normal, light) separated by hyphens, eg. videoshades:dark-normal-light or videoshades:normal-dark-normal. Cannot be set in-game. References ↑ src/pickup.c in NetHack 3.6.6, line 1404 ↑ esc followed by d on unix systems also works ↑ src/options.c in NetHack 3.6.0, line 54 This page may need to be updated for the current version of NetHack. It may contain text specific to NetHack 3.6.1. Information on this page may be out of date. Editors: After reviewing this page and making necessary edits, please change the {{nethack-361}} tag to the current version's tag or {{noversion}} as appropriate. </x,y>
# Square "Tiles" redirects here. For the graphical option, see Tileset. A square in NetHack is a single space on the screen, in which a single ASCII character or tileset tile fits. Each square can hold: One monster (including the player) One dungeon feature Up to 32,767 items One engraving It is impossible to have two or more monsters or dungeon features on the same square, as is traditional for roguelikes, with the exception of the player riding a monster. However, there can be many items on a space, even if a monster, player or dungeon feature is also there. If multiple objects are on the same square, the symbol for the topmost object is shown. The order of objects in the pile can be seen using the : near look command. The floor on each square has one of several terrain types (such as ice, moat, dirt), which affects how you move through and interact with it. Inaccessible items Sometimes an item (or several items) may appear in the same square as a wall or is embedded in rock. Traditionally there are only gems and gold pieces in rock, however it can also occur for any item if a monster carrying them has phasing or some other way of passing through rock or other impassable squares. The symptom of stuck items is that you cannot move on to the square to pick up the items, unless you are polymorphed into a monster that can normally pass through walls. To gain access to these items you may: Kick the wall, which has a chance of causing the object(s) to come loose and fall off onto the floor Dig with an appropriate digging tool or wand of digging to remove the rock around the object(s) Polymorph into a phasing monster A slight variation on this is that some items are actually buried in the floor. These items are only found through the use of the detect treasure spell or drinking a potion of object detection, and when you move within sight of the item, it disappears. Digging a pit down, usually only available with a digging tool (as a wand of digging will create a hole, except on an undiggable-floor level) will reveal the item, similar to items found in a grave. 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 17:31, 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 (Β±123) The page size changed by this number of bytes 24 July 2023 &nbsp;m&nbsp;&nbsp;&nbsp;16:09&nbsp; EvilHackβ€Žβ€Ž (3 changes | history) . . (+1,958)β€Ž . . [K2β€Ž (3Γ—)] &nbsp;m&nbsp;&nbsp;&nbsp; 16:09 (cur | prev) . . (+1,831)β€Ž . . K2 (talk | contribs) (β†’β€ŽShields: details) &nbsp;m&nbsp;&nbsp;&nbsp; 15:42 (cur | prev) . . (+113)β€Ž . . K2 (talk | contribs) (β†’β€ŽGame mechanics: placeholder for new skills) &nbsp;m&nbsp;&nbsp;&nbsp; 15:15 (cur | prev) . . (+14)β€Ž . . K2 (talk | contribs) (β†’β€ŽAir: more wording) 23 July 2023 &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;08:36&nbsp; EvilHackβ€Ž (diff | hist) . . (-82)β€Ž . . Umbire the Phantom (talk | contribs) (pass for word choice and rephrasing) 21 July 2023 &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;14:30&nbsp; EvilHackβ€Žβ€Ž (3 changes | history) . . (+1,487)β€Ž . . [K2β€Ž (3Γ—)] &nbsp;m&nbsp;&nbsp;&nbsp; 14:30 (cur | prev) . . (+17)β€Ž . . K2 (talk | contribs) (β†’β€ŽMajor changes: convicts and thievery) &nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 14:17 (cur | prev) . . (+1,444)β€Ž . . K2 (talk | contribs) (β†’β€ŽGame mechanics: open air) &nbsp;m&nbsp;&nbsp;&nbsp; 13:42 (cur | prev) . . (+26)β€Ž . . K2 (talk | contribs) (β†’β€ŽGame mechanics: move artifact twoweaponing behavior under 'twoweaponing' section) 20 July 2023 &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;03:12&nbsp; User:Chris/dNethack/dNethack Itemsβ€Ž (diff | hist) . . (+140)β€Ž . . Noisytoot (talk | contribs) (Add deep dragon scale and shields and make "shimmering dragon scale mail" a link) &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;01:28&nbsp; Erosionβ€Ž (diff | hist) . . (+141)β€Ž . . Tomsod (talk | contribs) (β†’β€ŽStrategy: blessing may be enough) 18 July 2023 &nbsp;m&nbsp;&nbsp;&nbsp;04:53&nbsp; EvilHackβ€Ž (diff | hist) . . (0)β€Ž . . K2 (talk | contribs) (build date)
# Overview #overview is an extended command that displays notable features of the explored dungeon. It can also be invoked with the keys ctrl&nbsp;+ o or alt&nbsp;+ O. Here's an example of a dungeon overview: The Dungeons of Doom: levels 1 to 3 Level 3: Stairs down to The Gnomish Mines. The Gnomish Mines: levels 4 to 11 Level 7: Many shops, a temple, some fountains. Level 10: &lt;- You are here. Level 11: The final output of #overview, displaying everything you've learned about the dungeon so far, is available as one of the screens of information offered after the question 'Do you want your possessions identified?' For each level you have seen, the game prints out any level annotation chosen one with the name command, and then prints out any interesting features. The game keeps track of what dungeon features you have seen. The game keeps count of the features you have seen. Two shops are reported as "some shops" while three or more shops are "many shops". Some features that are listed include: shops, altars, temples, thrones, fountains, sinks, graves, and trees. If there is only one shop, the type of shop is listed. Stairs and portals to other levels are listed. Special levels are listed, with the rogue level called a "primitive area". If the castle passtune is known and you have seen the castle level, then the passtune is printed. The name, role, and type of death of bones are listed if you have seen the location where the deceased died. [1] References 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. ↑ recalc_mapseen in dungeon.c
# Dagger A dagger is a versatile type of weapon that appears in NetHack. They can be used either in melee or as a thrown projectile; they are typically cheap, plentiful, and more durable than arrows, crossbow bolts and darts. Daggers are available in several kinds, each made of various materials (including silver) and dealing various amounts of damage. Contents 1 Types of dagger 1.1 Dagger 1.2 Orcish dagger 1.3 Elven dagger 1.4 Silver dagger 1.4.1 Average damage calculation of thrown silver daggers 2 Dagger skill 3 Generation 4 Strategy 5 SLASH'EM 5.1 Dark elven dagger 5.2 Great dagger 5.3 Artifact daggers in SLASH'EM 5.4 Dagger skill in SLASH'EM 6 See also 7 Encyclopedia entry 8 References Types of dagger Dagger ) Name dagger Appearance dagger Damage vs. small 1d4 Damage vs. large 1d3 To-hit bonus +2 Weapon skill dagger Size one-handed Base price 4 zm(+10/positive enchant) Weight 10 Material iron The ordinary dagger (appearance: "dagger") is the most common type (3.0% of randomly generated weapons), but there are others. Daggers of this kind are made of iron and susceptible to corrosion from acidic monsters and rusting from rust monsters and water. Orcish dagger ) Name orcish dagger Appearance crude dagger Damage vs. small 1d3 Damage vs. large 1d3 To-hit bonus +2 Weapon skill dagger Size one-handed Base price 4 zm(+10/positive enchant) Weight 10 Material iron This dagger can be found on orcs (and in your starting inventory, if you're an orc). Its appearance as "crude dagger" is accurate (only d3 damage against small monsters instead of d4). Being made of iron, it is susceptible to corrosion from acidic monsters and rusting from rust monsters and water like an ordinary dagger. Orcish daggers constitute 1.2% of random weapon generation in the dungeon. Elven dagger ) Name elven dagger Appearance runed dagger Damage vs. small 1d5 Damage vs. large 1d3 To-hit bonus +2 Weapon skill dagger Size one-handed Base price 4 zm(+10/positive enchant) Weight 10 Material wood This dagger can be found on elves (and in your starting inventory, if you're an elf). It is superior to an ordinary dagger (d5 damage vs d4 against Small). It is also made of wood, and therefore immune to corrosion and rusting. It can, however, become burnt or rotted, but this rarely happens in practice, since most sources of fire or rot damage don't affect weapons. Passive fire attacks would be the most likely source. Naming an elven dagger "Sting" turns it into the artifact Sting, if Sting does not yet exist. Elven daggers constitute 1.0% of randomly-generated weapons in the dungeon. Silver dagger ) Name silver dagger Appearance silver dagger Damage vs. small 1d4+(1d20) Damage vs. large 1d3+(1d20) To-hit bonus +2 Weapon skill dagger Size one-handed Base price 40 zm(+10/positive enchant) Weight 12 Material silver The silver dagger is a very rare item. It is normally equivalent to an ordinary dagger, but does an extra d20 damage against silver-hating creatures (e.g. werewolves and demons). As a result, a stack of highly enchanted silver daggers is among the deadliest weapons in Gehennom. Another benefit of the silver dagger compared to other daggers is that it is immune to all forms of erosion. Silver daggers constitute 0.3% of randomly-generated weapons in the dungeon. Average damage calculation of thrown silver daggers The following average damage calculation shows the average amount of damage dealt per turn by throwing as many silver daggers as possible. We assume the player has expert skill in dagger, which gives a +2 damage bonus, and a multishot rate of 1d3 daggers. A blessed weapon deals 1d4 extra damage against demons and undead. The worst case scenario is against a non-silver-hating, non-undead, non-demon large monster. The best case scenario is against a silver-hating undead/demon small monster. Weapon Uncursed silver dagger + 0 Blessed silver dagger +7 Against regular small monsters Against regular large monsters Worst case scenario Best case scenario Dagger skill Dagger Max Role Basic Archeologist, Barbarian, Caveman, Knight, Samurai Skilled Healer Expert Rogue, Ranger, Tourist, Valkyrie, Wizard The following weapons use the dagger skill: dagger elven dagger orcish dagger silver dagger athame The following artifact weapons use the dagger skill: Grimtooth (orcish dagger) Magicbane (athame) Sting (elven dagger) Generation Daggers of all kinds make up 5.5% of randomly generated weapons in the dungeon. As noted above, racial daggers are commonly found on their respective racial monsters (elven daggers on elves, orcish daggers on orcs, including goblins and hobgoblins). In addition, the following monsters may get some kind of dagger: Hobbits may start with an ordinary dagger (33%) or an elven dagger (33%).[1] If a dwarf does not start with a dwarvish short sword, mattock, axe, or dwarvish spear, there is a 33% chance that it will have a dagger.[2] Soldiers in the Yendorian army have a 50% chance of getting a dagger if their primary weapon is a polearm.[3] In NetHack 3.6.0, an orcish dagger may (with 25% chance) be the starting weapon for a rogue on the Astral Plane. Several roles start the game with one or more daggers: Valkyries get a +0 dagger.[4] Rangers get a +1 dagger (elven for elves, orcish for orcs).[5] Rogues get a stack of +0 daggers (orcish for orcs).[6] Strategy Daggers can be very useful in the early game, despite their weight and low base damage. A ranged volley denies monsters even the chance to swing at you, or at least softens them up before they can engage you. All classes except Monks and Priests can attain proficiency in dagger skill and may wish to do so, under the right circumstances. As daggers are very common, they are very useful for forcing open boxes without risk of breaking a more powerful weapon, even a Barbarian may find it worth it to grab a dagger or two for both this and throwing. SLASH'EM SLASH'EM features two new types of dagger, as well as new dagger artifacts. Dark elven dagger ) Name dark elven dagger Appearance black runed dagger Damage vs. small 1d5 Damage vs. large 1d3 To-hit bonus +2 Weapon skill dagger Size one-handed Base price 4 zm(+10/positive enchant) Weight 10 Material wood This dagger is identical to an elven dagger, except in appearance. It may be generated in the inventory of drow. Great dagger ) Name great dagger Appearance great dagger Damage vs. small 1d6 Damage vs. large 1d7 To-hit bonus +2 Weapon skill dagger Size one-handed Base price 500 zm(+10/positive enchant) Weight 10 Material metal This is the best non-artifact dagger in SLASH'EM. It deals 1d6 damage versus small enemies, and 1d7 versus large. It is never randomly generated. The only ways to obtain one are: upgrade a dark or normal elven dagger, acquire the Necromancer quest artifact, The Great Dagger of Glaurgnaa, wish for one (although this is probably not worth it). WARNING: Great Daggers DO NOT STACK. This is by design. If you upgrade to a stack of Great Daggers, it will be stacked ONLY until they are thrown or dropped individually. After that, they will never stack again. Artifact daggers in SLASH'EM The Great Dagger of Glaurgnaa, the Necromancer's quest artifact Serpent's Tongue, a chaotic artifact dagger that is the guaranteed first sacrifice gift for Necromancers SLASH'EM also introduces three non-dagger artifacts which use dagger skill: Deep Freeze and Firewall, two new athames, and The Stake of Van Helsing, an artifact wooden stake Dagger skill in SLASH'EM All new roles in SLASH'EM can reach expert in dagger except the Yeoman, who can reach skilled. Dagger Max Role Basic Archeologist, Barbarian, Caveman, Knight, Samurai Skilled Healer, Yeoman Expert Flame Mage, Ice Mage, Necromancer, Rogue, Ranger, Tourist, Undead Slayer, Valkyrie, Wizard See also Athame, a non-dagger which uses the dagger skill. Grimtooth, an artifact orcish dagger. Sting, an artifact elven dagger. In SLASH'EM the Wooden stake uses the dagger skill and does 1d6 damage to both small and large targets. Encyclopedia entry Is this a dagger which I see before me, The handle toward my hand? Come, let me clutch thee. I have thee not, and yet I see thee still. Art thou not, fatal vision, sensible To feeling as to sight? or art thou but A dagger of the mind, a false creation, Proceeding from the heat-oppressed brain? I see thee yet, in form as palpable As this which now I draw. [ Macbeth, by William Shakespeare ] References ↑ src/makemon.c in NetHack 3.6.0, line 302 ↑ src/makemon.c in NetHack 3.6.0, line 336 ↑ src/makemon.c in NetHack 3.6.0, line 197 ↑ src/u_init.c in NetHack 3.6.0, line 153 ↑ src/u_init.c in NetHack 3.6.0, line 113 ↑ src/u_init.c in NetHack 3.6.0, line 124 This page may need to be updated for the current version of NetHack. It may contain text specific to NetHack 3.6.0. Information on this page may be out of date. Editors: After reviewing this page and making necessary edits, please change the {{nethack-360}} tag to the current version's tag or {{noversion}} as appropriate.
# Spellbook of force bolt spellbook of +   force bolt   Appearance random Abundance 3.56% Base price 100 zm Weight 50 Turns to read 2 Ink to write 5–9 Spell type attack Level 1 Power cost 5 Pw Direction beam Equivalent wand of striking In NetHack, reading the spellbook of force bolt allows you to learn the spell of force bolt. Contents 1 Generation 2 Effects 3 Strategy 3.1 Attacking monsters 3.2 Utility purposes 3.3 When to avoid force bolt 4 References Generation Wizards always start with a spellbook of force bolt, and others can be generated randomly in the dungeon. Effects Casting the spell allows you to shoot a force bolt in any direction, the same as a wand of striking. If the bolt hits a monster, it does 2d12 damage; monsters may resist for half damage. Monsters with player-style magic resistance take no damage. The force bolt will break any boulder, statue, door or drawbridge that it hits. It will also break fragile items such as potions. Note that if a monster is killed by a force bolt beam, the monster's inventory will be subjected to the beam. Strategy Force bolt is a great spell for the beginning wizard, both for attacking monsters and for various utility purposes. Attacking monsters As noted above, force bolt deals 2d12 damage. It has a fixed chance of hitting, not affected by the player's dexterity or spell skills; if the roll of a d20 is lower than (10 + monster's AC), the spell hits.[1] This makes it unsuitable for use in the late game, when many monsters have low AC. In the early game, however, this is a quite respectable amount of damage compared to the other weapons usually available, and most early-game monsters have high AC. Magic missile may be more useful for lower AC targets such as killer bees early on, and increases in power with the player's level, making it more desirable later on. Utility purposes Force bolt can be used to break down locked doors or hidden doors that you know about, but can't find by searching; this is especially helpful if you have poor luck. As with other methods of forcibly opening doors, care should be taken to avoid smashing doors in Minetown and doors to shops in this manner. Force bolt can also destroy boulders, which is useful if you need to traverse a blocked corridor; it can also be used to break statues to access their contents. (While a pick-axe can do the same without the power cost, it is nevertheless fairly heavy.) In combination with the stone-to-flesh spell, the spell can be used to create a ready supply of meatballs from broken statues and boulders, which are useful for raising pets' apport. When to avoid force bolt Do not attack nymphs with force bolt unless you are desperate. Nymphs like to carry mirrors; if you manage to kill a nymph with this spell, the mirror will break, causing a -2 Luck penalty. However, if a nymph has stolen your wand of lightning or other dangerous objects and you have no other recourse, it's probably better to take the luck penalty and use the spell. It is a Bad Idea to use this spell in shops, as it can and will break fragile merchandise (e.g., crystal plate mail), possibly leaving you with a debt you are unable to pay. Force bolt can pass the first monster it hits, also hitting monsters behind it. Be careful if there are shopkeepers, watchmen or pets around! References ↑ zap.c in NetHack 3.4.3, line 128
# Spellbook of knock spellbook of +   knock   Appearance random Abundance 3.56% Base price 100 zm Weight 50 Turns to read 1 Ink to write 5–9 Spell type matter Level 1 Power cost 5 Pw Direction beam Equivalent wand of opening In NetHack, the spellbook of knock allows you to learn the spell of knock. Contents 1 Effects 2 Strategy 3 SLASH'EM 4 See also 5 Reference Effects The effect is the exact same as a wand of opening, and will unlock doors and containers, as well as revealing hidden doors.[1] Strategy Since a lock pick or skeleton key can unlock doors with no power cost, this spell is considered almost useless, and the spellbook is usually thrown away, polypiled, or overwritten. However, it has many other uses besides the obvious: as a matter spell, it can be used to train for casting more powerful spells in the school, notably polymorph. It can also expose secret doors whose locations are known to the player but not the character (especially on special levels), and can open the Castle drawbridge without needing an instrument to play the passtune. Casting knock also unlocks doors at a distance and does so slightly faster than a key would manage; because of this, it might be useful on the Astral Plane, though a wand of digging is better because it will raze the doors. The spell also causes engulfing monsters to expel you, making it useful on the Plane of Air. It can also free you from most kinds of "holding traps"[2], including bear traps, webs, pits, buried iron ball, or being stuck in the floor.[3] Technically it can also free you from being stuck in lava, but usually you will immediately start sinking again (unless you're e.g. levitating). SLASH'EM In SLASH'EM, there are new indestructible doors at the top level of Vlad's Tower. This spell has no effect on them, there is no message, and nothing happens. See also Spellbook of wizard lock Reference ↑ spell.c in NetHack 3.4.3, line 859 ↑ src/zap.c in NetHack 3.6.1, line 2744 ↑ src/trap.c in NetHack 3.6.6, line 4617 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 3.6.4. 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.
# Food ration % Name food ration Base price 45 zm Nutrition 800 Turns to eat 5 Weight 20 Conduct vegan A food ration is the most basic form of comestible that appears in NetHack. Samurai know them as gunyoki, which is likely to not be real-life Japanese.[1] Contents 1 Generation 2 Description 3 Strategy 4 History 5 Variants 5.1 SLASH'EM 5.2 UnNetHack 5.3 dNetHack 6 Encyclopedia entry 6.1 Food ration 6.2 Gunyoki 7 References Generation Many roles start out with a number of these: Archeologists and Monks start with 3 to 6 rations.[2][3] Barbarians and Valkyries start with 1-2.[4][5] Tourists start with a lot of random food, some of which may be food rations.[6] Description Food rations provide 800 nutrition when eaten, which is more than enough for most states of hunger. They are also suitable for vegans, and may be thrown at cats or dogs to tame them. Cursed food rations are always rotten when eaten. Uncursed food rations older than 30 turns and blessed food rations older than 50 turns have a 1⁄7 chance of being rotten when eaten. Strategy Players that make it to the mid-game may start stashing excess food rations or else passing them up in favor of sustaining themselves on the corpses of monsters they kill and/or stocking up on C-rations or K-rations they nab from soldiers. A lembas wafer provides similar nutrition while weighing much less (2 aum compared to 20 for food rations), though it may provide more or less depending on if you are playing an elven or orcish character. When preparing for the ascension run, it is common to stock up on lembas or other food items such as royal jelly, usually by polypiling standard rations and other food; food that can be eaten quickly is particularly handy to have in the event Famine cannot be avoided on the Astral Plane. History Food rations have been a part of the game since hack121, a variant of Jay Fenlason's Hack. Variants Some variants introduce new starting races with more atypical diets compared to the standard ones, which naturally impacts the use of food rations for them. SLASH'EM In SLASH'EM, player vampires cannot eat food rations, and will start with potions of vampire blood in place of the usual rations for their role. Vampires can still use rations to tame and/or pacify certain domestic animals. Killer food rations are a type of evil food monster that can be encountered, and have a 1⁄3 chance of dropping an actual food ration upon death. UnNetHack In UnNetHack, player vampires also start with potions of vampire blood replacing their role's typical rations. dNetHack In dNetHack, Incantifiers feed off magic rather than consuming food, and with the exception of Tourists have their starting food rations replaced with scrolls of food detection. Various races of Anachrononaut start with several protein pills in lieu of food rations; said pills provide the same nutrition as a ration, but only require one turn to eat and weigh only 1 aum. Anachrononauts can only eat prepared food (including food rations) and cannot pray, locking them out of a primary method to maintain nutrition early on. One viable approach for these Anachrononauts is to blitz Sokoban: the boulders are replaced with stone crates that contain the rations and other food normally found there, and the crates release their contents when broken or pushed into the level's pits or holes. The magic chest found on the last level is also a good place to store relatively-heavy food rations in the event the prize is not a bag of holding. Encyclopedia entry Food ration The little girl stood on tip-toe and picked one of the nicest and biggest lunch-boxes, and then she sat down upon the ground and eagerly opened it. Inside she found, nicely wrapped in white papers, a ham sandwich, a piece of sponge-cake, a pickle, a slice of new cheese and an apple. Each thing had a separate stem, and so had to be picked off the side of the box; but Dorothy found them all to be delicious, and she ate every bit of luncheon in the box before she had finished. [ Ozma of Oz, by L. Frank Baum ] Gunyoki The samurai's last meal before battle. It was usually made up of cooked chestnuts, dried seaweed, and sake. References ↑ https://rec.games.roguelike.nethack.narkive.com/KM04loFL/etymology-of-the-word-gunyoki ↑ src/u_init.c in NetHack 3.6.6, line 34 ↑ src/u_init.c in NetHack 3.6.6, line 91 ↑ src/u_init.c in NetHack 3.6.6, line 47 ↑ src/u_init.c in NetHack 3.6.6, line 156 ↑ src/u_init.c in NetHack 3.6.6, line 144
# Exterminator @ exterminator Difficulty 10 Attacks Weapon 1d8 @ exterminator Difficulty 10 Attacks Weapon 1d8 Base level 8 Base experience 118 Speed 10 Base AC 10 Base MR 10 Alignment 10 (lawful) Frequency (by normal means) Not randomly generated Genocidable No Weight 1450 Nutritional value 400 Size Medium Resistances None Resistances conveyed None A exterminator: has a head, a couple of arms, and a torso. is omnivorous. is not a valid polymorphable form. is a human. is normally generated peaceful. is strong. can pick up weapons and food. can be seen through infravision. hits creatures as a +1 weapon. Reference SLASH'EM_0.0.7E7F2/monst.c#line5440 The exterminator, @, is a Undead slayer quest guardian. They share the lower speed of their associated role, and have a somewhat higher base level than other quest guardians, but are otherwise unremarkable.
# File:Orcish spear.png File File history File usageNo higher resolution available. Orcish_spear.png β€Ž(16 Γ— 16 pixels, file size: 212 bytes, MIME type: image/png) A 16x16 vanilla NetHack tile of the object 'orcish spear'. File history Click on a date/time to view the file as it appeared at that time. Date/TimeThumbnailDimensionsUserComment current10:52, 1 August 200616 Γ— 16 (212 bytes)BotFenix (talk | contribs)A 16x16 vanilla NetHack tile of the object 'orcish spear'. Category:16x16 tiles You cannot overwrite this file. File usage The following 16 pages uses this file: Elfrist 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 Spear Weapon
# Mold (SLASH'EM) SLASH'EM adds two new types of molds: disgusting molds and black molds. Both possess a passive poisonous spore attack. They are safe to eat, however, and have a good chance of providing poison resistance. Each time you attack one of these monsters in melee without killing it, there is a 2⁄3 chance that a cloud of poisonous spores will be released. The spores are harmless if you are poison resistant, unbreathing, or being strangled. Otherwise, one of three effects will occur: there is a 4⁄5 chance of losing 6–15 hit points, a 1⁄6 chance of losing 3–5 points of strength, and a 1⁄30 chance of the poison being deadly. Although the source code gives both molds a second passive attack (an acid attack, similar to a green mold), due to a bug in the source code this attack is never actually used.[1] In SLASH'EM, molds now grow from old corpses. See Fungus&nbsp;Β§ SLASH'EM. Contents 1 Disgusting mold 2 Black mold 3 References 4 Encyclopedia entry Disgusting mold F disgusting mold Difficulty 7 Attacks Passive poison F disgusting mold Difficulty 7 Attacks Passive poison Base level 5 Base experience 66 Speed 0 Base AC 7 Base MR 0 Alignment 0 (neutral) Frequency (by normal means) 1 (Very rare) Genocidable Yes Weight 100 Nutritional value 100 Size Small Resistances poison Resistances conveyed poison (33%) A disgusting mold: does not breathe. cannot pick up items. has no eyes. has no limbs. has no head. is mindless. is omnivorous. is neither male nor female. is normally generated hostile. appears only in Gehennom. Reference SLASH'EM_0.0.7E7F2/monst.c#line2442 Disgusting molds are sessile, meaning they will not move and can only cause damage through their passive attacks. Despite their difficulty, they can be found growing on corpses as early as level one. Players encountering one should find a way to avoid or resist its passive attack. Means of doing so include: Gaining intrinsic or extrinsic poison resistance. Doppelgangers might try polymorphing into an undead or demonic monster. Using ranged attacks, such as spells, wands, or ranged weapons. Letting a pet kill it; unfortunately, a pet needs to have base level 4 or higher to attack disgusting molds (and 5 or higher for black molds). This means that starting pets will usually have to grow up at least once to attack these. Exceptions are the Necromancer's ghoul, the Flame Mage's hell hound pup, and the Ice Mage's winter wolf cub, all of which start with a high enough level. If you lack any of the above, simply avoid the mold until you do. Since molds never move, they can pose a problem if they are blocking the only entrance to a room. Thus, one should always pick up a digging tool as early as possible, especially since it is a good idea regardless. Disgusting mold corpses are safe to eat and have a 33% chance of granting poison resistance. Black mold F black mold Difficulty 8 Attacks Passive poison F black mold Difficulty 8 Attacks Passive poison Base level 6 Base experience 85 Speed 0 Base AC 7 Base MR 0 Alignment 0 (neutral) Frequency (by normal means) 1 (Very rare) Genocidable Yes Weight 100 Nutritional value 100 Size Small Resistances poison Resistances conveyed poison (40%) A black mold: does not breathe. cannot pick up items. has no eyes. has no limbs. has no head. is mindless. is omnivorous. is neither male nor female. is normally generated hostile. appears only in Gehennom. Reference SLASH'EM_0.0.7E7F2/monst.c#line2449 Black molds are flagged as only being generated in Gehennom, but this is ignored when corpses grow moldy. It is otherwise very similar to the disgusting mold, and the advice for dealing with it is much the same. Be sure to eat its corpse if you lack poison resistance; it is safe and has a 40% chance of conferring the intrinsic. References ↑ See SLASH'EM 0.0.7E7F2/uhitm.c#line3033, the code breaks out of the loop when it hits a passive attack. Encyclopedia entry Mold, multicellular organism of the division Fungi, typified by plant bodies composed of a network of cottony filaments. The colors of molds are due to spores borne on the filaments. Most molds are saprophytes. Some species (e.g., penicillium) are used in making cheese and antibiotics. [ The Concise Columbia Encyclopedia ] This page is a SLASH'EM related stub. Should you wish to do so, you can contribute by expanding this page.
# NetHackWiki:About NetHackWiki About NetHackWiki, WikiNode Copyrights, Disclaimers Policy, Scope Style guide, How to help Administrators Categories, Templates Stubs, SLASH'EM stubs Current projects, Wanted pages Pages to be improved, Pages to be merged, Pages to be deleted Advanced search This is the NetHackWiki, an unofficial resource and community site for NetHack, the roguelike computer game. It contains game information, spoilers, and other information related to both NetHack, and related games such as SLASH'EM. NetHackWiki has many volunteer authors... including you, should you choose to help! This web site is a wiki; you can edit any page to improve it. NetHackWiki, like most NetHack sites on the Internet, has no official affiliation with NetHack or NetHack's DevTeam (although several members of the Dev Team do have accounts here). Contents 1 But what is NetHack? 2 What is a wiki? 3 Free as in freedom 4 For more information But what is NetHack? NetHack is a one-player fantasy game for your computer. It is a multiplatform game, and runs on BeOS, DOS, Mac OS, Windows, Unix, and some others. You can visit its official site at http://www.nethack.org to download the game and its source code. Or instead of downloading the game, you can play on a public server such as nethack.alt.org. Like many roguelike games, NetHack emphasises gameplay over graphics; the entire game is drawn in ASCII. (There are, however, a few versions using graphical tiles.) You, the player, who most of the time appears as an @, must descend the staircases into the dungeon to search for and retrieve the Amulet of Yendor for your god. (In most games, a monster will kill you!) What is a wiki? A wiki is a web site that allows users to change any page using a web browser, with out needing complicated technical knowledge. When you edit here, MediaWiki will save your IP address, unless you register a username and password and login. We strongly recommend that frequent editors login so that we can recognise you by name. The easiest way to see what other users are doing is to visit the recent changes. Free as in freedom NetHack is free software: the NetHack General Public License provides that, "Specifically, we want to make sure that you have the right to give away copies of NetHack, that you receive source code or else can get it if you want it, that you can change NetHack or use pieces of it in new free programs, and that you know you can do these things." Likewise, this wiki is free documentation: the text of the GNU Free Documentation License provides that each NetHackWiki page gives everyone "the effective freedom to copy and redistribute it, with or without modifying it, either commercially or noncommercially." For more information Visit the Main Page to start exploring this wiki. Communicate with other NetHackWiki editors in the Community Portal. Visit #nethackwiki on Libera IRC network. Email [email protected] to reach User:dtype and User:paxed regarding wiki hosting issues.
# Options Contents 1 Configuration file 2 In-game 3 Command line 4 Options 4.1 AUTOCOMPLETE 4.2 acoustics 4.3 align 4.4 autodescribe 4.5 autodig 4.6 autoopen 4.7 autopickup 4.8 AUTOPICKUP_EXCEPTION 4.9 autoquiver 4.10 BIND 4.11 blind 4.12 bones 4.13 boulder 4.14 catname 4.15 character 4.16 checkpoint 4.17 checkspace 4.18 CHOOSE 4.19 clicklook 4.20 cmdassist 4.21 confirm 4.22 dark_room 4.23 disclose 4.24 dogname 4.25 extmenu 4.26 female 4.27 fixinv 4.28 force_invmenu 4.29 fruit 4.30 gender 4.31 goldX 4.32 help 4.33 herecmd_menu 4.34 hilite_pet 4.35 hilite_pile 4.36 hilite_status 4.37 hitpointbar 4.38 horsename 4.39 ignintr 4.40 implicit_uncursed 4.41 legacy 4.42 lit_corridor 4.43 lootabc 4.44 mail 4.45 male 4.46 mention_walls 4.47 menucolors 4.48 menustyle 4.49 menu_deselect_all 4.50 menu_deselect_page 4.51 menu_first_page 4.52 menu_headings 4.53 menu_invert_all 4.54 menu_invert_page 4.55 menu_last_page 4.56 menu_next_page 4.57 menu_objsyms 4.58 menu_overlay 4.59 menu_previous_page 4.60 menu_search 4.61 menu_select_all 4.62 menu_select_page 4.63 menu_tab_sep 4.64 msghistory 4.65 msg_window 4.66 MSGTYPE 4.67 name 4.68 news 4.69 nudist 4.70 null 4.71 number_pad 4.72 packorder 4.73 paranoid_confirmation 4.74 perm_invent 4.75 pettype 4.76 pickup_burden 4.77 pickup_thrown 4.78 pickup_types 4.79 pile_limit 4.80 playmode 4.81 pushweapon 4.82 race 4.83 rest_on_space 4.84 role 4.85 roguesymset 4.86 rlecomp 4.87 runmode 4.88 safe_pet 4.89 sanity_check 4.90 scores 4.91 showexp 4.92 showrace 4.93 showscore 4.94 silent 4.95 sortloot 4.96 sortpack 4.97 SOUND 4.98 sparkle 4.99 standout 4.100 status_updates 4.101 statushilites 4.102 statuslines 4.103 suppress_alert 4.104 symset 4.105 time 4.106 timed_delay 4.107 tombstone 4.108 toptenwin 4.109 travel 4.110 verbose 4.111 vt_tiledata 4.112 whatis_coord 4.113 whatis_filter 4.114 whatis_menu 4.115 whatis_moveskip 4.116 windowtype 4.117 wizkit 4.118 zerocomp 5 Window Port Customization Options 5.1 align_message 5.2 align_status 5.3 ascii_map 5.4 color 5.5 eight_bit_tty 5.6 font_map 5.7 font_menu 5.8 font_message 5.9 font_status 5.10 font_text 5.11 font_size_map 5.12 font_size_menu 5.13 font_size_message 5.14 font_size_status 5.15 font_size_text 5.16 fullscreen 5.17 large_font 5.18 map_mode 5.19 mouse_support 5.20 player_selection 5.21 popup_dialog 5.22 preload_tiles 5.23 scroll_amount 5.24 scroll_margin 5.25 selectsaved 5.26 softkeyboard 5.27 splash_screen 5.28 tile_width 5.29 tile_height 5.30 tile_file 5.31 tiled_map 5.32 use_darkgray 5.33 use_inverse 5.34 vary_msgcount 5.35 windowcolors 5.36 wraptext 6 Platform-specific Customization options 6.1 altkeyhandler 6.2 altmeta 6.3 BIOS 6.4 DECgraphics 6.5 flush 6.6 IBMgraphics 6.7 MacGraphics 6.8 page_wait 6.9 rawio 6.10 soundcard 6.11 subkeyvalue 6.12 video 6.13 videocolors 6.14 videoshades 7 References The game options affect the look and feel of the game. They can be changed: permanently in the configuration file at one of the following locations: Windows (as of Nethack 3.6.2): .nethackrc located in %USERPROFILE%\NetHack\) DOS and Windows (before 3.6.2): defaults.nh in the same directory as nethack.exe or nethackW.exe) Unix (unix-based or unix-like systems, including macOS and Linux): ~/.nethackrc pre-OSX-Mac and BeOS: NetHack Defaults Amiga, Atari, OS/2 and VMS: NetHack.cnf temporarily by using the in-game options screen, accessible by pressing shift&nbsp;+ o in the game each time the game is run, on the command line. when the game is compiled. There are two types of options, boolean and compound options. Boolean options toggle a setting on or off, while compound options take more diverse values. Configuration file Options are usually prefixed by 'OPTIONS=' on each line. Name a boolean option in the configuration file to turn it on, and prefix it with 'no' or '!' to turn it off. Options can be combined into one line for brevity: OPTIONS=boulder:0, color, autodig, !cmdassist, norest_on_space For compound options, the option name and value are separated by a colon: OPTIONS=catname:Mirri The above two lines set boulder to 0, enable color and autodig, disable cmdassist and rest_on_space, and set your cat's name to Mirri. Any line beginning with a '#' is a comment; i.e. the line is ignored. Persistent options: Some options are marked persistent, and are saved and reloaded along with the game. Changing a persistent option in the configuration file applies only to new games. If a configuration file does not exist, create a new one that's appropriate for your system with a text file editor. (For Mac macOS Terminal, use ~/.nethackrc instead of NetHack Defaults) In-game The in-game configuration menu is brought up by pressing shift&nbsp;+ o. It is similar to an item selection menu, where you use alphabetic letters to select which options to change. Boolean options are toggled on or off, while you are prompted to enter new values for compound options. Some options cannot be changed in-game. Command line You can also set options from the command line by setting the NETHACKOPTIONS environment variable. If the value starts with '\' or '/' or '@', it is considered to be a config file name. For example: NETHACKOPTIONS=boulder:0, color, autodig or NETHACKOPTIONS=@/home/username/.nethackrc Options AUTOCOMPLETE Enable or disable autocompletion when entering particular extended commands. Listing them in a comma-separated list enables, prefixing with ! disables. Example: AUTOCOMPLETE=zap,!annotate acoustics Enable messages about what your character hears. Boolean option, defaults to TRUE. align Your starting alignment. Compound option, with possible values of lawful, neutral, chaotic, or random. The first letter may be given alone. Prefix with&nbsp;! to exclude that alignment from being picked randomly. Cannot be set in-game. Example that excludes chaotic: OPTIONS=align:!c autodescribe Automatically describe the terrain under cursor when asked to get a location on the map. The whatis_coord option controls whether the description includes map coordinates. It can be toggled by typing # while targeting. autodig Automatically dig, if you're wielding a digging tool and moving into a place that can be dug. Boolean option, defaults to FALSE. Can be set in-game. Persistent. autoopen Walking into a door attempts to open it. Boolean option, defaults to TRUE. Persistent. autopickup Main article: Autopickup Automatically pick up things onto which you move. See also pickup_types, pickup_burden, pickup_thrown, and Autopickup_exceptions. Boolean option, defaults to TRUE. Can be set in-game. AUTOPICKUP_EXCEPTION Main article: Autopickup_exception Autopickup exceptions allow you to specify particular expression matches for more nuanced autopickup usage. See the main article for usage information. autoquiver Automatically quiver some suitable weapon if your quiver empties when firing. Boolean option, defaults to FALSE. Can be set in-game. Persistent. BIND Change the key bindings of special keys, menu accelerators, or extended commands. You can specify multiple bindings for a single command. The format is a comma-separated list, with colon-separated keybinding and command. A binding overrides an existing key usage. Example: BIND=!:loot,^v:untrap,M-x:terrain See Binding keys for a more detailed description and a list of bindable special commands. blind Start the character permanently blind. Boolean option, defaults to FALSE. Persistent. bones Allow saving and loading bones files. Boolean option, defaults to TRUE. Persistent. boulder Set the symbol used to display boulders. For example boulder:0 Compound option with default value of `. Can be set in-game. Can also be defined using ASCII value, and without the OPTIONS prefix simply as BOULDER=48 For example, BOULDER=64 would be equal to OPTIONS=boulder:@. See also Custom map symbols#BOULDER This option has been superseded by the SYMBOLS= format described in the symset option, though this method still functions. catname Set the name of your starting cat. Compound option, and it cannot be set within game. See also dogname and horsename. Example: OPTIONS=catname:Whiskers character Synonym for role. checkpoint Save game state after each level change, for possible recovery after program crash. Boolean option, defaults to TRUE. Can be set in-game. checkspace Check free disk space before writing files to disk. You may have to turn this off if you have more than 2 GB free space on the partition used for your save and level files. A boolean option, defaults to on. Only applies when MFLOPPY was defined during compilation. CHOOSE Choose at random one of the comma-separated parameters as an active section name. Lines in other sections are ignored. This allows for a fine-tuned options set for particular roles. Example: CHOOSE=char A,char B [char A] OPTIONS=role:arc,race:dwa,align:law,gender:fem [char B] OPTIONS=role:wiz,race:elf,align:cha,gender:mal clicklook Allows looking at things on the screen by navigating the mouse over them and clicking the right mouse button. Boolean option, defaults to FALSE. cmdassist NetHack provides some additional command assistance when it detects some anticipated mistakes. Boolean option, defaults to TRUE. Can be set in-game. confirm Have user confirm attacks on peaceful creatures. Boolean option, defaults to TRUE. Can be set in-game. Persistent. dark_room Draw unseen (line-of-sight blocked) areas of lit rooms as if they were unlit. Boolean value, defaults to FALSE. Persistent. disclose Controls the prompts at the end of the game. Possible values are i - disclose your inventory a - disclose your attributes v - summarize monsters you've killed g - list genocided monsters c - display conduct o - display dungeon overview Each of those values can be preceded with a value that tells how it behaves. The possible values are y - prompt, defaults to yes n - prompt, defaults to no + - disclose without prompting - - don't disclose, don't prompt The listing of killed monsters can be sorted, so there are two additional choices for v: ? - prompt you and default to ask on the prompt; # - disclose it without prompting, ask for sort order. For example OPTIONS=disclose:yi na +v -g -c -o Persistent. dogname Set the name of your starting dog. Compound option, and it cannot be set within game. See also catname and horsename. Example: OPTIONS=dogname:Cujo extmenu Does extended commands interface pop up a menu? Boolean option, defaults to FALSE. Only implemented for the TTY windowport. female An obsolete synonym for gender:female. Cannot be set in-game. A user has suggested improving this page or section as follows: "Since it is "obsolete" can we delete this section? It is handled by the gender option." fixinv An object's inventory letter sticks to it when it's dropped, so when you pick it up again, it will have the same inventory letter, unless there is already another item in your inventory using that letter. Boolean option, defaults to TRUE. Can be set in-game. Persistent. force_invmenu Commands asking for an inventory item will show a menu instead of a text query with possible menu letters. Boolean option, default is FALSE. fruit Set the name of the user-definable fruit. Compound option, takes a string, with a default value of slime mold. Can be set in-game. gender Sets the gender of your character. A compound option, with possible values of male, female, or random. Default value is to pick an appropriate gender randomly. Cannot be set in-game. goldX When filtering objects based on blessed/cursed state (BUCX), this options specifices whether to include gold as X (unknown state) when on, and U (uncursed) when off. Default is off. help If more information is available for an object looked at with the what is / command, ask if you want to see it. Boolean option, defaults to TRUE. Can be set in-game. Persistent. herecmd_menu When using a windowport that supports mouse and clicking on yourself or next to you, show a menu of possible actions for the location. Same as herecmdmenu and therecmdmenu commands. hilite_pet Visually distinguish pets from similar animals (This includes both your starting pet and any monsters you happen to tame along the way). Boolean option, defaults to FALSE. Can be set in-game. hilite_pile Visually distinguish piles of objects from individual objects. Boolean option, defaults to FALSE. hilite_status If the statushilites option is set, this option allows you to customize your game display by setting thresholds to change the color or appearance of fields in the status bar. This is an "experimental feature" in NetHack 3.6.0 (in particular, it is missing from all official binaries, but most public servers enable it). In NetHack 3.6.1, it has been changed significantly and uses some different syntax. For a full guide on configuring status hilites, see Status hilites. The whole feature can be disabled by turning the statushilites option off. hitpointbar Show a hit point bar graph behind your name and title. Only available for TTY and Windows GUI, and only when statushilites is on. horsename Set the name of your starting horse. Compound option, and it cannot be set within game. See also catname and dogname. ignintr Ignore interrupt signals, including breaks. Boolean option, defaults to FALSE. Not implemented on Mac. Can be set in-game. Persistent. implicit_uncursed Omit "uncursed" from inventory lists, if possible. Boolean option, defaults to TRUE. legacy Display an introductory message when starting the game. Boolean option, defaults to TRUE. Cannot be set in-game. lit_corridor Distinguish visually between lit and unlit corridors. Boolean option, defaults to FALSE. Can be set in-game. Persistent. lootabc Use the old a, b and c keyboard shortcuts in the looting menu. Boolean option, defaults to FALSE. Can be set in-game. Persistent. mail Enable mail delivery during the game. Boolean option, defaults to TRUE. Only meaningful if NetHack was compiled with MAIL. Can be set in-game. male An obsolete synonym for gender:male. Cannot be set in-game. A user has suggested improving this page or section as follows: "Since it is "obsolete" can we delete this section? It is handled by the gender option." mention_walls Give feedback when walking against a wall. Boolean value, defaults to FALSE. menucolors Main article: Menucolors Enable coloring menu lines. Boolean value, defaults to FALSE. See main article for how to set menucolors with particular expression matches. menustyle Controls the interface used when you need to choose various objects (in response to the Drop command, for instance). Persistent. Compound option, with following possible values: Option Description traditional prompt for object class characters, followed by an object-by-object prompt for all matching items combination prompt for object classes of interest, then display a menu of matching objects partial skip the object class filtering and immediately display a menu of all objects full display a menu of object classes, and then a menu of matching objects menu_deselect_all Menu character accelerator to deselect all items in a menu. Implemented by the Amiga, Gem, X11 and tty ports. Compound option, with default of '-'. Cannot be set in-game. menu_deselect_page Menu character accelerator to deselect all items on this page of a menu. Implemented by the Amiga, Gem and tty ports. Compound option, with default of '\'. Cannot be set in-game. menu_first_page Menu character accelerator to jump to the first page of a menu. Implemented by the Amiga, Gem and tty ports. Compound option, with default of '^'. Cannot be set in-game. menu_headings Controls how the headings in a menu are highlighted. Compound option, with possible values of none, bold, dim, underline, blink, or inverse. Not all ports can actually display all types. menu_invert_all Menu character accelerator to toggle the selections in a menu. Implemented by the Amiga, Gem, X11 and tty ports. Compound option, with default of '@'. Cannot be set in-game. menu_invert_page Menu character accelerator to toggle the selection on this page of a menu. Implemented by the Amiga, Gem and tty ports. Compound option, with default of '~'. Cannot be set in-game. menu_last_page Menu character accelerator to jump to the last page of a menu. Implemented by the Amiga, Gem and tty ports. Compound option, with default of '|'. Cannot be set in-game. menu_next_page Menu character accelerator to goto the next page of a menu. Implemented by the Amiga, Gem and tty ports. Compound option, with default of '&gt;'. Cannot be set in-game. menu_objsyms Show object symbols in menu headings in menus where the object symbols act as menu accelerators. Boolean option, defaults to FALSE. menu_overlay Do not clear the screen before drawing menus, and align menus to the right edge of the screen. Only for the TTY windowport. Boolean option, defaults to TRUE. menu_previous_page Menu character accelerator to goto the previous page of a menu. Implemented by the Amiga, Gem and tty ports. Compound option, with default of '&lt;'. Cannot be set in-game. menu_search Menu character accelerator to search for a menu item. Implemented by the Amiga, Gem and X11 ports. Compound option, with default of ':'. Cannot be set in-game. menu_select_all Menu character accelerator to select all items in a menu. Implemented by the Amiga, Gem, X11 and tty ports. Compound option, with default of '.'. Cannot be set in-game. menu_select_page Menu character accelerator to select all items on this page of a menu. Implemented by the Amiga, Gem and tty ports. Compound option, with default of ','. Cannot be set in-game. menu_tab_sep Use tabs to separate menu names from their values. This option is only shown when in wizard-mode, and is only meant for testing purposes. msghistory Number of message-window messages to save. Compound option, takes a positive number, with default of 20. Maximum and minimum values depend on the window port; For the TTY, X11 and Gem ports the minimum is 20 and maximum 60. Cannot be set in-game. msg_window How to show the latest messages recalled with ^P. Compound option, with the following possible values: Option Description single show single message combination two messages as single, then as full full full window, oldest message first reversed full window, newest message first You can use the first letter of an option to specify that option. For backwards compatibility, no value needs to be given; in that case defaults to 'full', or it can be negated like a boolean option, in which case defaults to 'single'. Can be set in-game only if playing the TTY windowport. MSGTYPE Main article: MSGTYPE Can be used to hide obnoxious messages or emphasize dangerous ones. See main article for how to use MSGTYPEs. name The name of your character. Compound option, defaults to your user name. If set to player, then NetHack will ask for the user name, even on systems where it normally wouldn't. If suffixed with dash and character role letter (one of -A -B -C -H -K -M -P -Ra -Ro -S -T -V -W), then also defines the character role, or if suffixed with -@, then selects a random role. Cannot be set in-game. news Read the NetHack news file at start of game, if present. Boolean option, defaults to TRUE. nudist Start the character with no armor. Boolean option, defaults to FALSE. Persistent. null Send padding NULLs to terminal. A boolean, defaults to FALSE. Only used if you compiled NetHack with TERMCAP and without TIMED_DELAY. Persistent. number_pad Use the number keys to move instead of hjklyubn. Valid options are: Option Description 0 move by letters; 'yuhjklbn' 1 move by numbers; digit 5 acts as G movement prefix 2 like 1 but 5 works as g prefix instead of as G 3 by numbers using phone key layout; 123 above, 789 below 4 combines 3 with 2; phone layout plus MSDOS compatibility, where 5 means g, alt&nbsp;+ 5 means G, and alt&nbsp;+ 0 mean I -1 by letters but use z to go northwest, y to zap wands (for German keyboards) With number_pad set to 1, 2, 3, or 4, counts need to be prefixed with n (n50s to search 50 times). Also, some extended commands are available in a short form (l performs #loot, u performs #untrap, etc). For backwards compatibility, number_pad without a value is synonymous to number_pad:1. packorder Sets the order of item classes shown in inventory. Compound option, takes a string of up to 14 characters, with default values of ")[%?+!=/(*`0_. Omitted types are filled in at the end from the previous order. Can be set in-game. Persistent. paranoid_confirmation A space-separated list of specific situations where alternate prompting is desired. The default is paranoid_confirmation:pray. Option Description Confirm for any prompts which are set to require "yes" rather than 'y', also require "no" to reject instead of accepting any non-yes response as no quit require "yes" rathern than 'y' to confirm quitting the game or switching into non-scoring explore mode die require "yes" rather than 'y' to confirm dying (applies only to explore mode) bones require "yes" rather than 'y' to confirm saving bones data when dying in debug mode attack require "yes" rather than 'y' to confirm attacking a peaceful monster pray require 'y' to confirm an attempt to pray rather than immediately praying; on by default wand-break require "yes" rather than 'y' to confirm breaking a wand. (NetHack 3.6.2 only) Were-change require "yes" rather than 'y' to confirm changing form due to lycanthropy when hero has polymorph control. (NetHack 3.6.2 only) Remove require selection from inventory for R and T commands even when wearing just one applicable item all turn on all of the above The following information pertains to an upcoming version (NetHack 3.7.0). If this version is now released, please verify that it is still accurate, then update the page to incorporate this information. This commit introduces paranoid_confirmation:swim, which will prevent you from walking onto water or lava unless you prefix the movement with m. By default, the pray choice is enabled, the others disabled. To disable it without setting any of the other choices, use paranoid_confirmation:none. To keep it enabled while setting any of the others, include it in the list: OPTIONS=paranoid_confirmation:attack pray Remove perm_invent Show permanent inventory window. Boolean option, defaults to FALSE. Not used on TTY. Can be set in-game. Persistent. pettype Sets your preferred pet type. A compound option, with possible value of cat, dog, or use none to start a game without a pet. Cannot be set in-game. pickup_burden Prompt for confirmation before picking up items that will push the character's encumbrance past a given level -- Unencumbered, Burdened, streSsed, straiNed, Overtaxed, or overLoaded. This will not prompt the player when picking up a loadstone.[1] Defaults to S. Persistent. pickup_thrown If this option is on and autopickup is also on, try to pick up things that you threw, even if they aren't in pickup_types or match an autopickup exception. Boolean option, defaults to TRUE. Persistent. pickup_types Specify the object types to be picked up when autopickup is on. Default is all to pick up all types. For example "pickup_types:?!/" would pick up all scrolls, potions and wands. Persistent. pile_limit When walking across a pile of objects on the floor, threshold at which the message "there are few/several/many objects here" is given instead of showing a popup list of those objects. A value of 0 means "no limit" (always list the objects); a value of 1 effectively means "never show the objects" since the pile size will always be at least that big; default value is 5. Persistent. playmode Values are normal, explore, or debug. Allows selection of explore mode (also known as discovery mode) or debug mode (also known as wizard mode) instead of normal play. Debug mode might only be allowed for someone logged in under a particular user name (on multi-user system) or it might be disabled entirely. Requesting it when not allowed or not possible results in explore mode instead. NAO has both Explore and Debug modes disabled entirely. Default is normal play. pushweapon If you wield something when you are already wielding something else, the old weapon is pushed into the alternate weapon slot. Boolean option, defaults to FALSE. Can be set in-game. Persistent. race Set your character's race. A compound option, with possible values of human, elf, dwarf, gnome, orc, or random, with default of random. If you prefix a ! to the value, you can exclude that race from being picked randomly. Cannot be set in-game. Persistent. rest_on_space Space waits for a turn. This is considered by some as a very easy way to get killed. Boolean option, defaults to FALSE. Can be set in-game. Persistent. role Set your character's role. Can also be random. A compound option. See name option for an alternate method of specifying your role. Normally only the first letter of the value is examined, with r being the exception with Rogue, Ranger, and random values. If you prefix an option with !, you can exclude that role from being picked randomly. Cannot be set in-game. Persistent. roguesymset This option may be used to select one of the named symbol sets found within the symbols file to alter the symbols displayed on the screen on the rogue level. rlecomp When writing out a save file, perform a run length compression of the map. Not all ports support run length compression. It has no effect on reading an existing save file. runmode Set the screen updating interval for multi-turn actions, eg. running or traveling. Can be set in-game. Compound option with the following possible values: Option Description teleport update the map after movement has finished run update the map after every seven or so steps (default) walk update the map after each step crawl like walk, but pause briefly after each step safe_pet Prevents you from (knowingly) attacking your pet by moving into it. TRUE is the best setting as attacking a pet, should you wish to, is easily accomplished using the fight command. Boolean option, defaults to TRUE. Can be set in-game. sanity_check This option turns on debugging output, and is only available in wizard mode. Boolean option, defaults to FALSE. scores Control what part of hiscore list to show at the end of game. Compound option. Can be set in-game. Persistent. Accept the following options, separated by spaces: o - show my own score. Can be prefixed with ! to not show own score. Xa - show X scores around own score Xt - show X scores from the top For example: OPTIONS=scores:10t 2a o showexp Displays the exact number of experience points next to your experience level on the status line. Useful for seeing how close you are to the next level, but it may increase the length of the status line a lot, pushing important notifications (like Hungry, Ill, FoodPois, etc.) off the end. Boolean option, defaults to FALSE. Can be set in-game. Persistent. showrace Uses the symbol for your race instead of @. That's h for dwarves, o for orcs and G for gnomes. Elves are still @. This could be useful for reminding you not to genocide your racial glyph but is not widely used. Boolean option, defaults to FALSE. Can be set in-game. showscore Shows your approximate accumulated score on the bottom line. Boolean option, defaults to FALSE. Can be set in-game. Persistent. Only available if NetHack was compiled with SCORE_ON_BOTL. silent Stops your terminal's bell sounding. Boolean option, defaults to TRUE. Can be set in-game. Persistent. sortloot Controls the sorting behavior of the pickup lists for inventory and #loot commands and some others. Persistent. The possible values are: Option Description full always sort the lists loot only sort the lists that don't use inventory letters, like with the #loot and pickup commands none show lists the traditional way without sorting sortpack Groups similar kinds of objects in your inventory. TRUE is highly recommended. Boolean option, defaults to TRUE. Can be set in-game. Persistent. SOUND Main article: User sounds Allows user-defined sound file to be played when a message is shown. sparkle Display sparkly effect for resisted magical attacks (e.g. a fire attack on a fire-resistant monster). It can be helpful to turn this off on the Plane of Fire, otherwise a dozen or more sparkles will occur per turn. See also timed_delay. Boolean option, defaults to TRUE. Can be set in-game. Persistent. standout Uses standout mode (reverse video) for displaying "--More--". Boolean option, defaults to FALSE. Can be set in-game. Persistent. status_updates Allow updates to the status lines at the bottom of the screen (default true). statushilites Controls how many turns status hilite behaviors highlight the field. If negated or set to zero, disables status hiliting. Only useful when you have status hilite rules configured; see the hilite_status option for more information. statuslines Allows you to choose whether your status bar has 2 or 3 lines. Can also be set during the game. Your user interface must support at least 25 rows, when using the value of 3. This is especially useful in Curses interface. suppress_alert Prevent alert notification messages about feature changes in a NetHack version and the previous versions. Compound option, accepts a string describing a NetHack version. Can be set in-game. Currently only one use, which is to prevent the quiver and quit-command changes: OPTIONS=suppress_alert:3.3.1 symset Main article: symset Select the symbols used to display the game. Replaces the DECgraphics, IBMgraphics, and MACgraphics options. NHAccess (Recommended for blind players) MACgraphics IBMGraphics_2 IBMGraphics_1 IBMgraphics DECgraphics Individual symbols may be set using the following format: SYMBOLS=S_boulder:0 SYMBOLS=S_golem:7 SYMBOLS=S_ghost:8 For a complete list of symbol names, please see the symset article. time Displays elapsed game time, in turns, on the status line. Very useful for estimating prayer timeouts, spell lifespan, and more. Boolean option, defaults to FALSE. Can be set in-game. Persistent. timed_delay On TTY interfaces (unix and VMS), use a timer instead of sending extra screen output when attempting to pause for a display effect. On MSDOS without the termcap lib, chooses whether or not to pause for visual effect. See also sparkle. Boolean option, defaults to TRUE if configured into the program. Can be set in-game. Persistent. tombstone Prints an ASCII tombstone when you die. Boolean option, defaults to TRUE. Can be set in-game. Persistent. toptenwin Prints the top ten high scores in a window rather than stdout. This isn't very useful unless you are using a GUI version. Boolean option, defaults to FALSE. Can be set in-game. Persistent. travel Enables the travel command. Boolean option, defaults to TRUE. Can be set in-game. Persistent. verbose Chooses whether or not to display certain non-essential messages, such as doors being destroyed. Boolean option, defaults to TRUE. Can be set in-game. Persistent. vt_tiledata Main article: vt_tiledata Boolean option. Turning it on will output extra information in the datastream in the form of escape code "ESC [ ... z", meant for graphical frontends. See also EbonHack. whatis_coord When using the / (what is) or ; (far look) commands to look around on the map with autodescribe on, display coordinates after the description. Also works in other situations where you are asked to pick a location. The possible settings are: c - compass ('east' or '3s' or '2n,4w') f - full compass ('east' or '3south' or '2north,4west') m - map <x,y> (map column x=0 is not used) s - screen [row,column] (row is offset to match tty usage) n - none (no coordinates shown). Default. The whatis_coord option is also used with the sub-commands m, M, o, and O when using /, where the 'none' setting is overridden with 'map'. whatis_filter When using the m, o, d, x or a keys to select a location on the map, allows filtering the possible targets. It can be set by typing " while targeting. It can be set to: n - no filtering (default) v - in view only a - in same area only (e.g. same room or same corridor) The area-filter tries to be slightly predictive; if you're standing on a doorway, it will consider the area on the side of the door you were last moving toward. whatis_menu When using the m, o, d, x or a keys to select a location on the map, uses a menu to pick a target. Otherwise, typing a lowercase letter will cycle through targets from nearest to furthest, and an uppercase letter from furthest to nearest. It can be toggled by typing ! while targeting. Boolean, default off. whatis_moveskip When selecting a location on the map, and using shifted movement keys or meta-digit keys to fast-move, instead of moving 8 units at a time, move by skipping the same glyphs. It can be toggled by typing * while targeting. Boolean, default off. windowtype Select which windowing system to use, such as tty or X11 (default depends on version). Cannot be set in-game. Example: OPTIONS=windowtype:tty wizkit Wizard mode-only option. Specifies the path to a text file that contains a list of item names, one per line, up to a maximum of 128 lines. Each line is processed by the function that handles wishing. For example, if you enter this path to a text file in your config: WIZKIT=wizkit.txt And the contents of wizkit.txt are: blessed monster detection ring of levitation amulet of yendor 2 blessed genocide Then your character start with those items in their inventory, in addition to the normal starting items. zerocomp When writing out a save file, perform zero-comp compression of the contents. Not all ports support zero-comp compression. It has no effect on reading an existing save file. Window Port Customization Options align_message Where to align or place the message window. Compound option, with possible values of top, bottom, left, or right. Cannot be set in-game. align_status Where to align or place the status window. Compound option, with possible values of top, bottom, left, or right. Cannot be set in-game. ascii_map NetHack should display an ASCII character map if it can. Boolean option. Can be set in-game. color Main article: colors NetHack should display color if it can for different monsters, objects, and dungeon features. This option matters only for the TTY windowport. Boolean option, defaults to TRUE on most systems including Windows and Mac. Can be set in-game. In case the default color scheme is hard to distinguish on your monitor, you might want to edit the color preferences in your terminal emulator. If you are looking for colors of the wiki itself, see Category:Function_templates and User:Paxed/ReplaceCharsBlock. eight_bit_tty NetHack should pass eight-bit character values straight through to your terminal. Boolean option, defaults to FALSE. Can be set in-game. font_map NetHack should use a font by the chosen name for the map window. font_menu NetHack should use a font by the chosen name for menu windows. font_message NetHack should use a font by the chosen name for the message window. font_status NetHack should use a font by the chosen name for the status window. font_text NetHack should use a font by the chosen name for text windows. font_size_map NetHack should use this size font for the map window. font_size_menu NetHack should use this size font for menu windows. font_size_message NetHack should use this size font for the message window. font_size_status NetHack should use this size font for the status window. font_size_text NetHack should use this size font for text windows. fullscreen NetHack should try and display on the entire screen rather than in a window. Boolean option, defaults to false. Cannot be set in-game. If the game cannot be displayed in fullscreen through this option and you are using the tty interface, you can usually adjust your terminal emulator configuration to achieve a similar effect (e.g. by increasing the font size). large_font NetHack should use a large font. map_mode NetHack should display the map in the manner specified. Used in Windows port to choose between tiles or different sizes of ASCII. Consult defaults.nh for possible options. mouse_support Use mouse for moving around. A boolean, defaults to FALSE. Is displayed, but cannot be set in-game. player_selection NetHack should pop up dialog boxes, or use prompts for character selection. Compound option. Cannot be set in-game. popup_dialog NetHack should pop up dialog boxes for input. Boolean option, defaults to false. Can be set in-game. preload_tiles NetHack should preload tiles into memory. Boolean option, defaults to true. Cannot be set in-game. scroll_amount NetHack should scroll the display this many map cells when the hero reaches the scroll_margin. A compound option, accepts a positive number. Cannot be set in-game. scroll_margin NetHack should scroll the display when the hero or cursor is this number of cells away from the edge of the window. A compound option, accepts a positive number. Cannot be set in-game. selectsaved NetHack should display a menu of existing saved games for the player to choose from at game startup, if it can. Not all ports support this option. softkeyboard Display an on-screen keyboards; handhelds are most likely to support this. Boolean option, defaults to off. Cannot be set in-game. splash_screen NetHack should display an opening splash screen when it starts up. Boolean option, defaults to yes. tile_width Specify the preferred width of each tile in a tile capable port. Compound option, accepts a positive number. Cannot be set in-game. tile_height Specify the preferred height of each tile in a tile capable port. Compound option, accepts a positive number. Cannot be set in-game. tile_file Specify the name of an alternative tile file to override the default. Compound option. Cannot be set in-game. tiled_map NetHack should display a tiled map if it can. Boolean option, Cannot be set in-game. use_darkgray Use bold black instead of blue for black glyphs (TTY only). Boolean option. use_inverse Displays certain things in reverse video. Boolean option, defaults to FALSE on non-Win32 platforms. Can be set in-game. vary_msgcount NetHack should display this number of messages at a time in the message window. Compound option, accepts a positive number. Cannot be set in-game. Implemented only for the Atari GEM, Win32 GUI and WinCE builds. windowcolors NetHack should display windows with the specified foreground/background colors if it can. Compound option. Cannot be set in-game. OPTIONS=windowcolors:wintype fground/bground where wintype is one of menu, message, status, text, and fground and bground are colors, either a hexadecimal #rrggbb, one of the named colors (black, red, green, brown, blue, magenta, cyan, orange, brightgreen, yellow, brightblue, brightmagenta, brightcyan, white, trueblack, gray, purple, silver, maroon, fuchsia, lime, olive, navy, teal, aqua), or one of Windows UI colors (activeborder, activecaption, appworkspace, background, btnface, btnshadow, btntext, captiontext, graytext, greytext, highlight, highlighttext, inactiveborder, inactivecaption, menu, menutext, scrollbar, window, windowframe, windowtext). Example: OPTIONS=windowcolors:menu white/black message green/yellow status white/blue text #ffffff/#000000 wraptext NetHack port should wrap long lines of text if they don't fit in the visible portion of the window. Boolean, defaults to false. Can be set in-game. Platform-specific Customization options altkeyhandler Select an alternate keystroke handler dll to load. The name of the handler is specified without the .dll extension and without any path information. Win32 only. Cannot be set in-game. NetHack comes with nhdefkey.dll, nhraykey.dll, and nh340key.dll. If you are using a non-US keyboard layout and cannot type the dollar sign or the hash mark, try nhraykey. altmeta Enables extended command shortcuts, such as alt&nbsp;+ d to dip.[2] Boolean option, default is off, except on Amiga. Can be set in-game. Is saved into the savefile.[3] BIOS Use BIOS calls to update the screen display quickly and to read the keyboard (allowing the use of arrow keys to move) on machines with an IBM PC compatible BIOS ROM. Boolean option, default off. OS/2, PC, and ST NetHack only. Cannot be set in-game. DECgraphics Use DEC line-drawing characters. Won't work for all terminals. Boolean option, defaults to TRUE. Can be set in-game. Turning this on sets IBMgraphics to FALSE. Starting with NetHack 3.6.0, this option is equivalent to symset:DECgraphics. flush Prevent typeahead. Boolean option, defaults to off. Only usable on Amiga. Can be set in-game. IBMgraphics Main article: IBMgraphics Use IBM extended characters. Won't work for all terminals. Boolean option, defaults to FALSE. Only implemented for the TTY windowport. Can be set in-game. Starting with NetHack 3.6.0, this option is equivalent to symset:IBMgraphics. MacGraphics Use Mac-specific character set to display map. A boolean, Mac-only, defaults to on. See also IBMgraphics and DECgraphics. Starting with NetHack 3.6.0, this option is equivalent to symset:MACgraphics. page_wait Show --more-- after a page of messages. A boolean, Macs only, defaults to on. rawio Force raw (non-cbreak) mode for faster output and more bulletproof input (MS-DOS sometimes treats `^P' as a printer toggle without it) Default off, OS/2, PC, and ST NetHack only. Note: DEC Rainbows hang if this is turned on. Cannot be set in-game. soundcard Compound option, defaults to on. Only for the PC NetHack. Cannot be set in-game. subkeyvalue (Win32 tty NetHack only). May be used to alter the value of keystrokes that the operating system returns to NetHack to help compensate for international keyboard issues. OPTIONS=subkeyvalue:171/92 will return 92 to NetHack, if 171 was originally going to be returned. You can use multiple subkeyvalue statements in the config file if needed. Cannot be set in-game. video Set the video mode used. PC NetHack only. Values are autodetect, default, or vga. Setting vga (or autodetect with vga hardware present) will cause the game to display tiles. Cannot be set in-game. videocolors Set the color palette for PC systems using NO_TERMS (default 4-2-6-1-5-3-15-12-10-14-9-13-11, PC NetHack only). The order of colors is red, green, brown, blue, magenta, cyan, bright.white, bright.red, bright.green, yellow, bright.blue, bright.magenta, and bright.cyan. Cannot be set in-game. Note: If the #version-command shows screen control via foo, where foo is one of mactty, BIOS, DJGPP fast, VGA graphics or WIN32 console I/O, then your version of NetHack supports setting videocolors. videoshades Set the intensity level of the three gray scales available (default is videoshades:dark-normal-light, PC NetHack only). If the game display is difficult to read, try adjusting these scales; if this does not correct the problem, try !color. Possible values are the 3 brightnesses (dark, normal, light) separated by hyphens, eg. videoshades:dark-normal-light or videoshades:normal-dark-normal. Cannot be set in-game. References ↑ src/pickup.c in NetHack 3.6.6, line 1404 ↑ esc followed by d on unix systems also works ↑ src/options.c in NetHack 3.6.0, line 54 This page may need to be updated for the current version of NetHack. It may contain text specific to NetHack 3.6.1. Information on this page may be out of date. Editors: After reviewing this page and making necessary edits, please change the {{nethack-361}} tag to the current version's tag or {{noversion}} as appropriate. </x,y>
# Voanairruth D Voanairruth Difficulty 21 Attacks Breath 4d6 cold, Bite 3d8, Claw 1d4 amulet-stealing, Claw 1d4 amulet-stealing D Voanairruth Difficulty 21 Attacks Breath 4d6 cold, Bite 3d8, Claw 1d4 amulet-stealing, Claw 1d4 amulet-stealing Base level 15 Base experience 490 Speed 9 Base AC βˆ’1 Base MR 20 Alignment βˆ’5 (chaotic) Frequency (by normal means) Unique Genocidable No Weight 4500 Nutritional value 1500 Size Gigantic Resistances cold Resistances conveyed cold (100%) Voanairruth: can fly. has no hands. can lay eggs. is carnivorous. is normally generated hostile. is nasty. is strong. likes gold. likes gems. can pick up magical items. Voanairruth is the white dragon ridden by Slipscale the Betrayer in SpliceHack. Other than its covetous attacks, it is utterly unremarkable. Despite being a unique creature, it can be tamed. This page is a stub. Should you wish to do so, you can contribute by expanding this page.
# Bovine The Bull and the Cow are the male and female version of bovines in SLASH'EM. Both are domestic animals and can thus be tamed with vegan food or made peaceful with any food. Bulls are significantly stronger than cows. Cows are guaranteed to start peaceful, while bulls are guaranteed to start hostile. Cow q cow Difficulty 8 Attacks Head butt 1d8, Kick 2d4 q cow Difficulty 8 Attacks Head butt 1d8, Kick 2d4 Base level 7 Base experience 92 Speed 9 Base AC 7 Base MR 0 Alignment 0 (neutral) Frequency (by normal means) 2 (Quite rare) Genocidable Yes Weight 2000 Nutritional value 300 Size Medium Resistances None Resistances conveyed None A cow: has no hands. is an animal. is herbivorous. is female. is normally generated peaceful. can be tamed by feeding. wanders randomly. can be seen through infravision. Reference SLASH'EM_0.0.7E7F2/monst.c#line1325 Bull q bull Difficulty 11 Attacks Head butt 2d8, Kick 2d4 q bull Difficulty 11 Attacks Head butt 2d8, Kick 2d4 Base level 10 Base experience 214 Speed 15 Base AC 5 Base MR 0 Alignment 0 (neutral) Frequency (by normal means) 1 (Very rare) Genocidable Yes Weight 3000 Nutritional value 500 Size Medium Resistances None Resistances conveyed None A bull: has no hands. is an animal. is herbivorous. is male. is normally generated hostile. can be tamed by feeding. wanders randomly. can be seen through infravision. Reference SLASH'EM_0.0.7E7F2/monst.c#line1345
# Legion devil Legion devils are the soldiery of Hell in dNetHack, found in large numbers in Gehennom, particularly in the lairs of the Lords of the Nine. Though they are certainly not harmless, most characters can cut down anything short of a captain without really noticing it's there. Legion devils are guaranteed a wand, with captains being guaranteed two, with equal probability for any type. Prior to dNetHack 3.8.0, this could include a wand of wishing, making said wands far more common than usual. Contents 1 Legion devil grunt 2 Legion devil soldier 3 Legion devil sergeant 4 Legion devil captain 5 Encyclopedia entry Legion devil grunt i legion devil grunt Difficulty 10 Attacks Weapon 1d8 physical i legion devil grunt Difficulty 10 Attacks Weapon 1d8 physical Base level 8 Base experience 121 Speed 14 Base AC 5 Base MR 40 Alignment 8 (lawful) Frequency (by normal means) 1 (Very rare) Genocidable Yes Weight 1450 Nutritional value 400 Size medium Resistances fire, poison Resistances conveyed A legion devil grunt: has a head, a couple of arms, and a torso. is carnivorous. is herbivorous. is omnivorous. is not a valid polymorphable form. is a human. is a member of the Yendorian army. is normally generated hostile. can follow you to other levels. is strong. can pick up weapons and food. waits for you to come. can be seen through infravision. appears only in Gehennom. normally appears in small groups. never leaves a corpse. Legion devil soldier i legion devil soldier Difficulty 11 Attacks Weapon 2d6 physical i legion devil soldier Difficulty 11 Attacks Weapon 2d6 physical Base level 9 Base experience 199 Speed 16 Base AC 2 Base MR 50 Alignment 10 (lawful) Frequency (by normal means) 1 (Very rare) Genocidable Yes Weight 1450 Nutritional value 400 Size medium Resistances fire, poison Resistances conveyed A legion devil soldier: has a head, a couple of arms, and a torso. is carnivorous. is herbivorous. is omnivorous. is not a valid polymorphable form. is a human. is a member of the Yendorian army. is normally generated hostile. can follow you to other levels. is strong. can pick up weapons and food. waits for you to come. can be seen through infravision. appears only in Gehennom. normally appears in small groups. never leaves a corpse. Legion devil sergeant i legion devil sergeant Difficulty 14 Attacks Weapon 3d4 physical, Weapon 3d4 physical i legion devil sergeant Difficulty 14 Attacks Weapon 3d4 physical, Weapon 3d4 physical Base level 10 Base experience 240 Speed 18 Base AC βˆ’1 Base MR 60 Alignment 12 (lawful) Frequency (by normal means) 1 (Very rare) Genocidable Yes Weight 1450 Nutritional value 400 Size medium Resistances fire, poison Resistances conveyed A legion devil sergeant: has a head, a couple of arms, and a torso. is carnivorous. is herbivorous. is omnivorous. is not a valid polymorphable form. is a human. is a member of the Yendorian army. is normally generated hostile. can follow you to other levels. is strong. can pick up weapons and food. waits for you to come. can be seen through infravision. appears only in Gehennom. never leaves a corpse. Legion devil captain i legion devil captain Difficulty 16 Attacks Weapon 4d4 physical, Weapon 4d4 physical i legion devil captain Difficulty 16 Attacks Weapon 4d4 physical, Weapon 4d4 physical Base level 12 Base experience 304 Speed 20 Base AC βˆ’4 Base MR 70 Alignment 14 (lawful) Frequency (by normal means) 1 (Very rare) Genocidable Yes Weight 1450 Nutritional value 400 Size medium Resistances fire, poison Resistances conveyed A legion devil captain: has a head, a couple of arms, and a torso. is carnivorous. is herbivorous. is omnivorous. is not a valid polymorphable form. is a human. is a member of the Yendorian army. is normally generated hostile. can follow you to other levels. is strong. can pick up weapons and food. waits for you to come. can be seen through infravision. appears only in Gehennom. never leaves a corpse. Encyclopedia entry This creature is humanoid in shape, with deep red skin. It wears studded leather armor, a chain coif, and a vicious snarl. [ Tyrants of the Nine Hells, by Robin Laws and Robert Schwalb ] A soldier of the Legions of Hell. More powerful individuals can be distinguished by their increasingly large horns.
# Talk:Gelatinous cube I ate one of these a Valkyrie... I received the message, "Valkyrie, all your powers will be lost..." Is that just because of the acid hurting me? Aeronflux 20:23, October 11, 2009 (UTC) Yep. Nothing special. See Hit_points#Messages -- Qazmlpok 20:35, October 11, 2009 (UTC) two questions do they respect the e-word? will they move over boulders? see Stash for an explanation should you need one. --195.50.80.61 12:42, 7 December 2010 (UTC) They almost respect Elbereth, refusing to move onto the square, except that (like most monsters) they're capable of randomly spawning on top of an Elbereth. Thus, putting your stash on an Elbereth is an almost perfect, but not quite perfect, protection against gelatinous cubes. I'm not entirely sure about the boulder issue. Ais523 13:35, 7 December 2010 (UTC) No, they can't move onto or spawn on top of boulders. The spare boulders in Sokoban can protect your stash. If they do spawn on your stash, they can't pick it up, but they can eat it. --Tjr 13:48, 7 December 2010 (UTC) many thanks. so, in summary, if you can't find an ice box then pushing a boulder over your stash on a square with burned elbereth will ensure your stash is there when you get back? --195.50.80.61 12:14, 8 December 2010 (UTC) Yes. I usually prefer a third solution: I leave the level before a gelatinous cube can spawn. --Tjr 12:19, 8 December 2010 (UTC) more questions could there be moreof a discussion on the page about what gets digested and what doesn't? does stuff corrode' rust? elven weapons are made of wood, will they be digested? what are the differences for players polyed into a cube? ca you engulph and digest? does your encumbrance change? are engulphed items added to your inventory? --212.183.128.7 09:36, 20 August 2011 (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 17:14, 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 (Β±123) The page size changed by this number of bytes 20 July 2023 &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;20:21&nbsp; User talk:Umbire the Phantomβ€Ž (diff | hist) . . (+102)β€Ž . . Kahran042 (talk | contribs) (β†’β€ŽEdit reason for Yendorian army: - Good point.)
# 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 (Β±123) The page size changed by this number of bytes 24 July 2023 &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;16:45&nbsp; Hack'EMβ€Žβ€Ž (3 changes | history) . . (+4,049)β€Ž . . [Hackemslashemβ€Ž (3Γ—)] &nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 16:45 (cur | prev) . . (+78)β€Ž . . Hackemslashem (talk | contribs) (β†’β€ŽTrap Mechanics: Poly trap disappearing) &nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 16:36 (cur | prev) . . (+26)β€Ž . . Hackemslashem (talk | contribs) (β†’β€ŽNew artifacts: Storm Whistle update) &nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 15:08 (cur | prev) . . (+3,945)β€Ž . . Hackemslashem (talk | contribs) (Updates in preparation for 1.2) &nbsp;m&nbsp;&nbsp;&nbsp;16:09&nbsp; EvilHackβ€Žβ€Ž (3 changes | history) . . (+1,958)β€Ž . . [K2β€Ž (3Γ—)] &nbsp;m&nbsp;&nbsp;&nbsp; 16:09 (cur | prev) . . (+1,831)β€Ž . . K2 (talk | contribs) (β†’β€ŽShields: details) &nbsp;m&nbsp;&nbsp;&nbsp; 15:42 (cur | prev) . . (+113)β€Ž . . K2 (talk | contribs) (β†’β€ŽGame mechanics: placeholder for new skills) &nbsp;m&nbsp;&nbsp;&nbsp; 15:15 (cur | prev) . . (+14)β€Ž . . K2 (talk | contribs) (β†’β€ŽAir: more wording) &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;00:16&nbsp; Amulet of ESPβ€Ž (diff | hist) . . (-12)β€Ž . . Umbire the Phantom (talk | contribs) (lede, desc) 23 July 2023 &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;08:36&nbsp; EvilHackβ€Ž (diff | hist) . . (-82)β€Ž . . Umbire the Phantom (talk | contribs) (pass for word choice and rephrasing) 21 July 2023 &nbsp;m&nbsp;&nbsp;&nbsp;17:58&nbsp; Elberethβ€Ž (diff | hist) . . (-3)β€Ž . . Silverwing235 (talk | contribs) (β†’β€ŽHistory: typo/grammar, punctuation) &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;14:30&nbsp; EvilHackβ€Žβ€Ž (3 changes | history) . . (+1,487)β€Ž . . [K2β€Ž (3Γ—)] &nbsp;m&nbsp;&nbsp;&nbsp; 14:30 (cur | prev) . . (+17)β€Ž . . K2 (talk | contribs) (β†’β€ŽMajor changes: convicts and thievery) &nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 14:17 (cur | prev) . . (+1,444)β€Ž . . K2 (talk | contribs) (β†’β€ŽGame mechanics: open air) &nbsp;m&nbsp;&nbsp;&nbsp; 13:42 (cur | prev) . . (+26)β€Ž . . K2 (talk | contribs) (β†’β€ŽGame mechanics: move artifact twoweaponing behavior under 'twoweaponing' section) 19 July 2023 &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;20:21&nbsp; Hack'EMβ€Ž (diff | hist) . . (+92)β€Ž . . Ardub23 (talk | contribs) (Fixed changelog link, and commented out Grandmaster's Robe as it's not yet implemented) 18 July 2023 &nbsp;m&nbsp;&nbsp;&nbsp;04:53&nbsp; EvilHackβ€Ž (diff | hist) . . (0)β€Ž . . K2 (talk | contribs) (build date)
# Talk:Monster spell Monster tables The monster tables as they stand are dangerously misleading. They specify the spells the monster will know at its lowest level, when they should really specify the spells a monster knows at its highest level, floor(baselevel * 1.5), since monsters can be generated anywhere up to that level. For instance, you might get the impression from reading the chart that a Titan can never cast Touch of Death, when in fact a sufficiently-level titan CAN. --Darth l33t 18:42, October 22, 2009 (UTC) I agree I got killed by a player monster necromancer using a touch of death recently. I didn't see that comingNdwolfwood 22:35, 2 April 2011 (UTC) I updated the table to clarify that monsters who have a high enough level can cast the higher-level spells, because I agree that the original was misleading. The results are interesting. I knew that master liches can cast touch of death if they are generated at a high enough level, but I didn't know that demiliches can cast it too... (but I checked in wizard mode, and they definitely can!) --Erica 05:08, 25 August 2011 (UTC) While I agree that the previous table was misleading, I rather feel like the current table is just as misleading. The first time a player encounters a Lich at the castle, they shouldn't be worried about it summoning nasties. Should we have two columns, one for base level and one for maximum level? In related news, the article for Lich says that at experience levels Lichs are normally encountered, Lichs don't cast aggravate and Demilichs don't cast summon nasties. Since I "normally encounter" them in the castle before I get a wand that allows me to genocide them, I think that comment is misleading. Derekt75 00:39, 31 December 2011 (UTC) I added a column for monsters at lowest level in the table of Mage spells. Let me know if you think this is helpful (or not). --Erica 22:40, 1 January 2012 (UTC) I for one approve of the new table; it saves time for the player figuring out the worst-case scenario of "What spells can this guy use on me?" --Dustylou 2 01:30, 2 January 2012 (UTC) 3. 6. 0 Tame monsters cast spells now. β€”β€”Rancalred (talk) 13:21, 26 February 2016 (UTC) Can you elaborate on that? All I see them doing is casting healing on themselves, which they've always been able to do. -- Qazmlpok (talk) 17:15, 26 February 2016 (UTC)
# Related changes Enter a page name to see changes on pages linked to or from that page. (To see members of a category, enter Category:Name of category). Changes to pages on your Watchlist are in bold. Recent changes options Show last 50 | 100 | 250 | 500 changes in last 1 | 3 | 7 | 14 | 30 daysHide registered users | Hide anonymous users | Hide my edits | Show bots | Hide minor editsShow new changes starting from 17:36, 24 July 2023 Namespace: all (Main) Talk User User talk NetHackWiki NetHackWiki talk File File talk MediaWiki MediaWiki talk Template Template talk Help Help talk Category Category talk Source Source talk Forum Forum talk Video Video talk User blog User blog talk Blog Blog talk Module Module talk &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 (Β±123) The page size changed by this number of bytes 22 July 2023 &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;20:27&nbsp; Rogueβ€Žβ€Ž (2 changes | history) . . (-21)β€Ž . . [Umbire the Phantomβ€Ž; Cozβ€Ž] &nbsp;m&nbsp;&nbsp;&nbsp; 20:27 (cur | prev) . . (-29)β€Ž . . 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)β€Ž . . Coz (talk | contribs) (Added more links to Grayswandir and Stormbringer) 20 July 2023 &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;10:30&nbsp; Rogueβ€Ž (diff | hist) . . (+4)β€Ž . . Coz (talk | contribs) (Added link to the Master Key of Thievery)
# Ring of slow digestion = Name slow digestion 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% The ring of slow digestion is a ring that appears in NetHack. Contents 1 Effects 2 Strategy 2.1 Identification 3 Messages Effects When worn, the ring nullifies the ordinary consumption of one nutrition per turn. Nutrition consumption from all other sources, including the ring hunger from the ring itself, is unaffected; in practice, this means that a non-spellcasting player can go without being hungry twenty times longer than normal. Wearing two rings does not cause the effect to stack. If a monster attempts to engulf and digest you while you are wearing this ring, you will be expelled immediately (i.e. the ring slows your digestion). A cursed ring still has its effect. Strategy With two rings of slow digestion, and good technique, the player can go indefinitely long without losing any nutrition, because the ring hunger for each hand is calculated on different turns. Normally, this is counterproductive due to the higher nutrition consumption from multiple rings, since the effect does not stack; however, ring hunger for your left hand is calculated turn 4 (mod 20), while right hand hunger is calculated on turn 12 (mod 20). The idea is to wear both rings, but removing one of the rings for the turn that its hunger is calculated. No known ascensions have made use of this trick alone to ascend with the foodless conduct intact. 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 dual ring of slow digestion trick no longer works, as ring hunger is now random. Identification The ring of slow digestion is somewhat difficult to informally identify. Dropping it into a sink does not consume the ring, and produces a message about the ring being "regurgitated", and you can them name it in a prompt. The ring can also be formally identified by testing for it while inside a digesting monster, as indicated above, though this is naturally much riskier. You can identify a ring of slow digestion by its nutrition-cancelling property, though the process is complicated slightly if you are extensively testing rings. As soon as your nutrition level crosses a visible threshold (i.e. the display no longer shows you as Satiated or you become hungry, put on the (ideally noncursed) ring being tested and eat something that provides low nutrition, such as a fortune cookie (with a nutrition of 40). If you go a long time (e.g. as many as 800 turns for a fortune cookie) without recrossing that boundary, the ring is probably slow digestion. Messages You get regurgitated! Obviously the <foo> didn't like your taste. You were engulfed by a digesting monster while wearing a ring of slow digestion. The ring is regurgitated You dropped a ring of slow digestion into a sink. If unidentified, this will prompt you to name it. 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. </foo>
# File:Molds.png File File history File usageNo higher resolution available. Molds.png β€Ž(64 Γ— 14 pixels, file size: 558 bytes, MIME type: image/png) Molds: brown, yellow, green, red A set of x16 vanilla NetHack tiles of 'mold' monsters. It was first uploaded to NetHackWiki by Lotte as "Molds.PNG" (uppercase PNG). 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 current21:55, 2 September 200664 Γ— 14 (558 bytes)Kernigh (talk | contribs)Molds: brown, yellow, green, red A set of x16 vanilla NetHack tiles of 'mold' monsters. {{NGPL}} Category:16x16 tiles You cannot overwrite this file. File usage There are no pages that use this file.
# Numbers used in the warning system 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 1, 2, 3, 4 and 5 are symbols used in the warning system. You can also use the keys 0–9 to specify a numeric prefix for a command or in a menu. Historical uses 1 was also the symbol for the Wizard of Yendor in some early versions of NetHack – from Hack 1.0.2 through to NetHack 1.3d through NetHack 2.3e. 2 was also the symbol for the Mail daemon in some early versions of NetHack – from Hack 1.0.2 through to NetHack 2.3e 3 was also the symbol for soldiers in some early versions of NetHack – from NetHack 2.2a through to NetHack 2.3e 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.
# Potion of restore ability ! Name potion of restore ability Appearance random Base price 100 zm Weight 20 Monster use Will not be used by monsters. The potion of restore ability restores lost attributes and experience levels, back up to the previous maximums that the character had reached so far. Contents 1 Effects 2 Messages 3 Strategy 4 Variants 4.1 SLASH'EM Effects A blessed potion restores all lost attributes and experience levels. An uncursed potion restores one random lost attribute to its former maximum and one lost experience level. A cursed potion has no effect. If the potion hits a monster, the monster is restored to maximum hit points. Breathing its vapors has the same effects as quaffing the potion. Messages "Wow! This makes you feel great!" The potion was blessed "Wow! This makes you feel better!" The potion was blessed, but there are still other things wrong with you "Wow! This makes you feel good!" The potion was uncursed "Ulch! This makes you feel mediocre!" The potion was cursed " <monster> looks sound and hale again." The potion hit <monster>, whose HP was restored "Ulch! That potion smells terrible!" You inhaled the vapors of the cursed potion "Your eyes sting." You would have inhaled the vapors of the cursed potion, but are breathless Strategy This potion is completely safe to quaff, even if the BUC status is unknown. This potion is by far the best method of restoring lost experience levels when multiple levels have been lost. The other options either have better uses than restoring levels, are hard to come by, or require tedious grinding. For this reason, it may be good to keep one or two blessed potions around if you are planning to face off against Vlad or other level-draining monsters without drain resistance. A blessed potion of restore ability is also useful for instantaneously restoring your levels after you deliberately drain them to donate to aligned priests, re-allocate skill points, or reduce the difficulty of generated monsters. The attribute-restoring effects of this potion are completely superseded by a unicorn horn or the restore ability spell. However, the potion is 100% reliable, whereas the spell can have a high failure rate, and a unicorn horn may take multiple attempts to work. The following information pertains to an upcoming version (NetHack 3.7.0). If this version is now released, please verify that it is still accurate, then update the page to incorporate this information. Unicorn horns can no longer restore reduced attributes. Alternatives include potions of restore ability, the restore ability spell, prayer, or finding a way to exercise or increase that attribute again. Surplus potions of restore ability are a prime candidate for dilution. Variants In general, this potion does not restore experience levels in variants based on 3.4.3, as that is a 3.6.1 addition. In UnNetHack, FIQHack, dNetHack, xNetHack, DynaHack, and EvilHack, unicorn horns cannot be used to restore lost attribute points, making potions of restore ability much more important. In Fourk, unicorn horns do restore lost attribute points but are limited in the number of times they can be used, so this potion may be preferable in order to save the horn for more important things. SLASH'EM In SLASH'EM, the potion of restore ability has an important new use: magical polymorphing is usually temporary, and items and monsters will revert to their original form with time. If you dip a polymorphed item into a potion of restore ability, its new form will be "fixed" and become permanent. 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. </monster></monster>
# File:Priestess 320.png File File history File usageNo higher resolution available. Priestess_320.png β€Ž(16 Γ— 16 pixels, file size: 300 bytes, MIME type: image/png) Priestess tile from NetHack 3.2.0. 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 current01:51, 30 August 200616 Γ— 16 (300 bytes)Ray Chason (talk | contribs)Priestess tile from NetHack 3.2.0. {{NGPL}} You cannot overwrite this file. File usage The following 5 pages uses this file: List of historic vanilla NetHack tiles NetHack 3.2.0 NetHack 3.2.1 NetHack 3.2.2 NetHack 3.2.3
# Forum:Bilious down? &lt; Forum:Watercooler bilious.alt.org returns only a blank page. Is this condition going to last?--Ray Chason (talk) 14:45, 17 September 2022 (UTC)
# Vibrating square A user has suggested improving this page or section as follows: "Is the article sufficiently updated to reflect the strategic implications of teleporting onto the vibrating square as of 3.6.2, as well as monsters no longer avoiding it?" Vibrating square level Location Level 19–23 of Gehennom Bones No Mappable Yes Teleportable Yes Diggable floor No Diggable walls Yes The vibrating square is the square where the invocation ritual is to be performed for entry into Moloch's Sanctum. The square, once found, is automatically marked with a special map glyph ~. Contents 1 Generation 2 Identification 3 History 4 Variants 4.1 SLASH'EM 4.2 UnNetHack 5 References Generation It is always located on the penultimate dungeon level of Gehennom, which could be between levels 44 and 52. It is the lowest level that can be reached without performing the ritual; until the ritual is performed, there is no staircase leading down from that level. Only the Sanctum level has a higher dungeon level number. The level with the vibrating square is in most other respects an ordinary maze level of Gehennom. Identification Confirm you are on the vibrating square level by checking that the floor is undiggable then read a scroll of gold detection while confused to quickly locate the vibrating square. You can also use a crystal ball. You must specify ^ to search for traps; specifying ~ will search for long worms instead. Another way to locate the vibrating square is to move over it, at which point you will get the message: "You feel a strange vibration under your <feet>.", or "You feel a strange vibration beneath you" if you are flying or levitating. This message will always occur if you walk on top of the vibrating square or jump (or hurtle) over it, but not if you are carried over it by an engulfing monster. There are no other special features of the square. The vibrating square cannot appear near the edge of the screen nor the staircase, because there must always be room for the ring of fire traps and moats to appear around it.[1] Specifically, it will be at least five squares from the left and right sides of the map, at least four squares from the top or bottom, and not within a 23Γ—23 square area centered on the upstair. It will also not be in a straight line with the upstair or on the same square as a trap, although it may be on the same square as a boulder or other item. In this example map, the eligible places are marked with (X). Red spots are too close to the edge, blue ones in line with the stairs, and yellow ones too close to the upstairs. You can mouse over the map to see what is wrong with some of the squares. &nbsp;-----------------------------------------------------------------------------&nbsp;&nbsp;|.......|...............|.......................|.|...|.......|.........|...|&nbsp;&nbsp;|.-----.|.-----------.---.-----.-----.---.-----.|.|.|.|.|.---.|.|.-----.---.|&nbsp;&nbsp;|.|.....|...|.......|.....|...|...|...|.|.|...|...|.|...|.|.|.|.|...|.|...|.|&nbsp;&nbsp;|.---X---X---X-----X---X---X|X-----X--|.|.|.|.|--.|.----|.|X|X|X|--X|X---.|.|&nbsp;&nbsp;|...|X|XXX|XXX|X|X|XXX|X|XXX|XXXXXXX|.|...|.|.|...|...|.|.|XXX|X|X|X|XXX....|&nbsp;&nbsp;|.|.---X---X---X|X---X|X|X-----------.|.---.|.-------.|.|.|----X|X|X-------.|&nbsp;&nbsp;|.|.....|...|...|...|.|.|.|.......|.....|...|..&lt;|.....|.|.|.....|.|.......|.|&nbsp;&nbsp;|-------|X---X---X--|X--|X|X-----X|X-----.-----.|.-----.|.|X-----X|------.--|&nbsp;&nbsp;|...|XXX|X|XXX|XXXXX|XXX|XXXXXXX|X|X|.....|.|...|.......|..X|XXXXX|X|XXX|...|&nbsp;&nbsp;|.|.|X|X|X|X-------X---X|------X|X|--.-----.|.---------.-----X---X|X|X|X---.|&nbsp;&nbsp;|.|..X|XXX|X|XXXXX|XXX|X|XXXXX|X|X|X..|.....|.............|XXXXX|XXX|X|X....|&nbsp;&nbsp;|.|------X|X---X|X|X|X|X|X---X|X|X|X|.|.---.-------------.-----X|--X|X|----.|&nbsp;&nbsp;|.|..XXXXX|XXX|X|XXX|X|XXX|X|X|X|XXX|...|.....|.......|.|..XXXXX|XXX|X|X..|.|&nbsp;&nbsp;|.-----------X|X|----X-----X|X|----X|--------.|.-----.|.|.-----X|----X|X|.|.|&nbsp;&nbsp;|...|.......|.|.|.......|...|.|...|.|.....|...|...|...|...|...|.|.....|.|.|.|&nbsp;&nbsp;|.|.|.---.---.|.---------.|.|.|.|.---.---.-------.|.-------.|.---.-----.---.|&nbsp;&nbsp;|.|.....|.....|...........|.....|.....|...........|.........|.....|.........|&nbsp;&nbsp;-----------------------------------------------------------------------------&nbsp; History In NetHack 3.4.3 and older versions, the vibrating square was not marked on the map, and it could not be sensed when jumping or hurtling over it. In NetHack 3.6.0, the vibrating square was marked with ^. In NetHack 3.6.3 and older versions, the player could not teleport directly onto the vibrating square, and monsters would also avoid it. Variants SLASH'EM In SLASH'EM, the level with the vibrating square can have various types of borders instead of walls: clouds, lava, water, ice, or, worst of all, nearly indestructible iron bars. If you get any type of borders other than walls or iron bars, it is generally easier to scan the whole level line-by-line while levitating for the vibrating square. This is not quicker in game turns, since you are walking over more squares, and a careful speedrunner will still want to scan for the vibrating square normally. In the case of clouds and ice, however, this will not work. The vibrating square can be placed on one ice and cloud squares, presumably since they can be walked over, and the whole eligible region of the level must be searched, not just the "path." If the vibrating square is made of ice, this can be melted as usual, leaving the square underwater. UnNetHack UnNetHack has the player start feeling vibrations when they step within two tiles of the square, regardless of intervening walls, making the search process much easier. References ↑ mkmaze.c in NetHack 3.4.3, line 587 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. </feet>
# Vortex The members of the vortex monster class will all engulf you and cause an appropriate type of damage, except dust vortices, which will blind you, and fog clouds, which will do physical damage. Once you can survive their engulfing long enough to get yourself expelled with your horn or drum, their greatest danger is transporting you into lava or into a black dragon's disintegration blast. Contents 1 Types 1.1 Fog cloud 1.2 Dust vortex 1.3 Ice vortex 1.4 Energy vortex 1.5 Steam vortex 1.6 Fire vortex 2 Body parts 3 Messages 4 Encyclopedia entry 5 UnNetHack 6 References Types Fog cloud v fog cloud Difficulty 4 Attacks Engulf 1d6 v fog cloud Difficulty 4 Attacks Engulf 1d6 Base level 3 Base experience 38 Speed 1 Base AC 0 Base MR 0 Alignment 0 (neutral) Frequency (by normal means) 2 (Quite rare) Genocidable Yes Weight 0 Nutritional value 0 Size Huge Resistances Sleep, Poison, Stoning Resistances conveyed None A fog cloud: can fly. can flow under doors. does not breathe. has no eyes. has no limbs. has no head. is mindless. does not have a solid form. does not eat. (*) is neither male nor female. is normally generated hostile. never leaves a corpse. Reference monst.c#line856 Fog clouds offer a good opportunity for weapon training. While you are engulfed, your attacks are guaranteed to hit, avoiding the normal trouble non-warrior roles can have with the βˆ’4 Unskilled to-hit penalty. Despite messages like "You are laden with moisture and can barely breathe", they are not very dangerous because of their low speed. Pacifists might have problems with them if they can't move away since they mustn't destroy them. As of NetHack 3.6.0, vampires and vampire lords can transform into fog clouds; they will rise up in their normal form when killed. Dust vortex v dust vortex Difficulty 6 Attacks Engulf 2d8 blind v dust vortex Difficulty 6 Attacks Engulf 2d8 blind Base level 4 Base experience 54 Speed 20 Base AC 2 Base MR 30 Alignment 0 (neutral) Frequency (by normal means) 2 (Quite rare) Genocidable Yes Weight 0 Nutritional value 0 Size Huge Resistances Sleep, Poison, Stoning Resistances conveyed None A dust vortex: can fly. does not breathe. has no eyes. has no limbs. has no head. is mindless. does not eat. (*) is neither male nor female. is normally generated hostile. never leaves a corpse. Reference monst.c#line863 As with fog clouds, dust vortices offer a good chance for beginning characters to train their weapon skills, particularly up to NetHack 3.6.0 since they dealt no physical damage. In NetHack 3.6.1, dust vortices are able to deal 1d6 physical damage if their attack fails to engulf you because you had been engulfed by them recently.[1] Ice vortex v ice vortex Difficulty 7 Attacks Engulf 1d6 cold v ice vortex Difficulty 7 Attacks Engulf 1d6 cold Base level 5 Base experience 74 Speed 20 Base AC 2 Base MR 30 Alignment 0 (neutral) Frequency (by normal means) 1 (Very rare) Genocidable Yes Weight 0 Nutritional value 0 Size Huge Resistances Cold, Sleep, Poison, Stoning Resistances conveyed None An ice vortex: can fly. does not breathe. has no eyes. has no limbs. has no head. is mindless. does not eat. (*) is neither male nor female. is normally generated hostile. can be seen through infravision. does not appear in Gehennom. never leaves a corpse. Reference monst.c#line870 Energy vortex v energy vortex Difficulty 9 Attacks Engulf 1d6 shock, Engulf drain energy 2d6, Passive (level + 1)d4 shock v energy vortex Difficulty 9 Attacks Engulf 1d6 shock, Engulf drain energy 2d6, Passive (level + 1)d4 shock Base level 6 Base experience 101 Speed 20 Base AC 2 Base MR 30 Alignment 0 (neutral) Frequency (by normal means) 1 (Very rare) Genocidable Yes Weight 0 Nutritional value 0 Size Huge Resistances Shock, Sleep, Disintegrate, Poison, Stoning Resistances conveyed None An energy vortex: can fly. does not breathe. has no eyes. has no limbs. has no head. is mindless. does not have a solid form. does not eat. (*) is neither male nor female. is normally generated hostile. never leaves a corpse. Reference monst.c#line879 The energy vortex is a very dangerous monster to encounter for players who lack shock resistance, possessing both passive and active shock attacks. The passive attack is only triggered by melee attacks; ranged attacks, even when engulfed, are perfectly fine. This includes repeatedly throwing and picking up your melee weapon, if you have no more powerful alternative. It is sometimes necessary to use wands to survive an unfortunate energy vortex encounter. Normally, neither engulfing nor passive shock attacks will destroy your rings or wands; however, after the vortex releases you, its engulfing attack gets temporarily (for 1-2 turns) converted to a shocking touch attack, which can explode your items. While engulfed, the energy vortex will drain your power 75% of the time, similar to an anti-magic field. If it drains your power below zero, it will reduce your maximum power. This can be particularly devastating if you can't kill it quickly; it can drain your max power all the way down to zero. Cancelling the vortex will prevent this, but magic cancellation will not, nor will magic resistance. The energy drain attack was implemented in NetHack 3.6.0, where it was 4d6, making it even more dangerous. Steam vortex v steam vortex Difficulty 9 Attacks Engulf 1d8 fire v steam vortex Difficulty 9 Attacks Engulf 1d8 fire Base level 7 Base experience 112 Speed 22 Base AC 2 Base MR 30 Alignment 0 (neutral) Frequency (by normal means) 2 (Quite rare) Genocidable Yes Weight 0 Nutritional value 0 Size Huge Resistances Fire, Sleep, Poison, Stoning Resistances conveyed None A steam vortex: can fly. does not breathe. has no eyes. has no limbs. has no head. is mindless. does not have a solid form. does not eat. (*) is neither male nor female. is normally generated hostile. can be seen through infravision. appears only in Gehennom. never leaves a corpse. Reference monst.c#line888 Fire vortex v fire vortex Difficulty 10 Attacks Engulf 1d10 fire, passive (level + 1)d4 fire v fire vortex Difficulty 10 Attacks Engulf 1d10 fire, passive (level + 1)d4 fire Base level 8 Base experience 142 Speed 22 Base AC 2 Base MR 30 Alignment 0 (neutral) Frequency (by normal means) 1 (Very rare) Genocidable Yes Weight 0 Nutritional value 0 Size Huge Resistances Fire, Sleep, Poison, Stoning Resistances conveyed None A fire vortex: can fly. does not breathe. has no eyes. has no limbs. has no head. is mindless. does not have a solid form. does not eat. (*) is neither male nor female. is normally generated hostile. can be seen through infravision. appears only in Gehennom. never leaves a corpse. gives out light. Reference monst.c#line897 Body parts Vortex also refers to the grouping of body parts for the forms of vortices. It affects the messages referring to the appropriate body parts as follows:[2] Body part[3] Description Arm Region Eye Eye Face Front Finger Minor current Fingertip Minor current Foot Lower current Hand Swirl Handed Swirled Head Central core Leg Lower current Light headed Addled Neck Center Spine Currents Toe Edge Hair Currents Blood Life force Lung Center Nose Leading edge Stomach Interior Messages "You are freezing to death!" You have been engulfed by an ice vortex. Encyclopedia entry Swirling clouds of pure elemental energies, the vortices are thought to be related to the larger elementals. Though the vortices do no damage when touched, they are noted for being able to envelop unwary travellers. The hapless fool thus swallowed by a vortex will soon perish from exposure to the element the vortex is composed of. UnNetHack UnNetHack included the anti-matter vortex in versions prior to 4.0.0. References ↑ src/mhitu.c in NetHack 3.6.1, line 302 ↑ src/polyself.c in NetHack 3.6.0, line 1580 ↑ include/hack.h in NetHack 3.6.0, line 320 This page may need to be updated for the current version of NetHack. It may contain text specific to NetHack 3.6.1. Information on this page may be out of date. Editors: After reviewing this page and making necessary edits, please change the {{nethack-361}} tag to the current version's tag or {{noversion}} as appropriate.
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# User:Winny Hi! I am winny on NAO (stats, games, deaths, dumplogs, ttyrecs) (Nethack Scoreboard). I am winny on many IRC networks. My personal site is winny.tech. I am interested in extracting data from NetHack sources and playing NetHack&nbsp;:) Ascensions /dev/null Tribute tournament 2017 Val-Dwa-Fem-Law Dumplog. Very first ascension&nbsp;:) ZAPM ascension: winny the Captain Activated the Bizarro Orgasmatron in the Mainframe at depth 16. [42301 points] Dec 2017: Bar-Orc-Mal-Cha. First ascension on NAO. Made countless mistakes, polymorphing while wearing SDSM at least twice. (!) May 2018: Another ZAPM Ascension. Screenshot of the dumplog July 2018: Val-Dwa-Fem-Law. Dumplog August 2020: Val-Dwa-Fem-Law. Started December 2019, eight months elapsed real time. Dumplog August 2021: Sam-Hum-Fem-Law. Started January 2021. Dumplog Some links User:Winny/Log User:Winny/ZAPM β€” Some extended information on ZAPM ssh-hack - a simple dgamelaunch client All pages under my user prefix Winny/Log Winny/ZAPM Winny/ZAPM Source Winny/common.js
# Category:Body parts This category is for body parts and body plans of player characters and monsters. Pages in category "Body parts" The following 10 pages are in this category, out of 10 total. &nbsp; Body partsB BirdF Fish FungusH HumanoidJ JellyP PonyS Snake SphereV Vortex
# File:Quasit.png File File history File usageNo higher resolution available. Quasit.png β€Ž(16 Γ— 16 pixels, file size: 195 bytes, MIME type: image/png) A 16x16 vanilla NetHack tile of the monster 'quasit'. File history Click on a date/time to view the file as it appeared at that time. Date/TimeThumbnailDimensionsUserComment current08:53, 1 August 200616 Γ— 16 (195 bytes)BotFenix (talk | contribs)A 16x16 vanilla NetHack tile of the monster 'quasit'. 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 Quasit User:EasterlyIrk/Scratchpad
# Amulet of restful sleep " Name amulet of restful sleep Appearance random Base price 150 zm Weight 20 The amulet of restful sleep is an amulet that appears in NetHack, where it is the only source of the restful sleep property. Contents 1 Generation 2 Effects 3 Strategy 4 Messages 5 Variants 5.1 SLASH'EM Generation There is a 13.5% chance that a randomly-generated amulet will be an amulet of restful sleep. This amulet is generated cursed 90.5% of the time, uncursed 9% of the time, and blessed .5% of the time. Effects While wearing the amulet, or randomly after having eaten one, you will consistently fall asleep within the next 100 turns. After falling asleep, you awaken within 1 to 20 turns or when disturbed. The cycle continues as long as you have the restful sleep property. Sleep resistance will not cure the condition, but prevents you from actually falling asleep. 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. While you have restful sleep and are asleep, you regenerate hit points in a manner similar to regeneration, at the rate of 1 additional point per turn. If you are not polymorphed into another form, the healing from this stacks with normal HP regeneration and any additional regeneration properties (e.g. from a ring of regeneration). It does not cause you to hunger any faster than normal. Strategy While wearing unidentified amulets is not advisable, the amulet of restful sleep is fairly easy to identify: if you notice yourself falling asleep while wearing an unknown amulet, and it wasn't caused by a monster's sleep attack or a sleeping gas trap, then the amulet is restful sleep. Conversely, if you haven't fallen asleep within 100 turns and don't have sleep resistance, it is guaranteed to be something else. In terms of actual use, it is best saved for polypiling in the hope of turning it into something better. 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. With enhanced regeneration, this amulet becomes situationally useful - uncontrolled sleep should still be avoided, and most players will want to have sleep resistance anyway, which will negate its effects. One example of potential use is for a player barricading themselves in a safe location (e.g. a closet or empty locked room on the other side of a staircase from monsters) and putting it on to take advantage of its enhanced regeneration while they fall asleep. Engraving a (semi-)permanent Elbereth on the desired square prior to donning the amulet is advisable in case a hostile phasing monster or giant approaches their location. Messages You fall asleep. You are wearing the amulet and have fallen asleep. If you have sleep resistance, you will never get any messages. Variants SLASH'EM Putting on a blessed amulet will put you to sleep immediately, allowing you to specify for how long (up to 500 turns). The sleep cycle will then continue as in vanilla. Since sleeping slows down hunger rate, the amulet now has some marginal use if you don't have slow digestion yet.
# Wand of healing / Name healing Appearance random Base price 150 zm Weight 7 Type beam Maximum charges 13 Monster use May be used defensively by monsters. The wand of healing is a wand added in SLASH'EM. Zapping yourself will heal 5d6 HP, up to the maximum and will exercise strength. Zapping a monster will heal 5d2 HP, +5 if the wand is blessed or cursed[1]. This means that a cursed wand of healing is more potent than an uncursed wand. Messages You begin to feel better You zapped yourself with a wand of healing The bugs on the <floor> look healthier! You engraved with a wand of healing or a wand of extra healing Foo begins to look better A monster was affected by a zapped wand of healing This page is a stub. Should you wish to do so, you can contribute by expanding this page. References ↑ zap.c in SLASH'EM 0.0.7E7F2, line 314 </floor>
# Mithardir Quest The Mithardir Quest is a possible alignment-based quest in dNetHack. It is one of the random variants of the Chaos Quest. As is typically the case for dNetHack's alignment quests, it is divided into roughly three parts (though in this case there is a town on top). Contents 1 Areas 1.1 Branch Level 1.2 Elshava 1.3 Mithardir Wastes 1.4 Last Spire 1.5 Mithardir Catacombs 2 Treasure 3 Origin Areas Branch Level The level of the main dungeon containing the portal to the Mithardir Quest will have the following layout: &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;..........~~~~~~~~~~~~~~~~~~~~~.......&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;..........~~~~}}}}}}}}~}}}}}}}}}}~~~~.......&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;........~~}}}}}}}}}}}}~}}}}}}}}}}}}}}~~.....&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;........~~}}}}}|---|}}~}}|-----|}}}}}~~.....&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;.......~~~~}}|--...--|~|--.....--|}}~~~~....&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;.......~~~~}}|.......|~|..&nbsp;&nbsp;.....|}}~~~~....&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;.......~~~~~}|.......|^|..&nbsp;......|}~~~~~....&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;.......~~~~~}|.......|~|..&nbsp;&nbsp;.....|}~~~~~....&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;........~~~~}|--...--|~|--.....--|}~~~~.....&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;........~~~~}}}|-+-|}}~}}|---+-|}}}~~~~.....&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;..........~~~~}}}}}}}}~}}}}}}}}}}~~~~.......&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;...&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;..........~~~~~~~~~~~~~~~~~~~~~~~~~.......&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;...-&lt;.&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;..........~~~~~~~~~~~~~~~~~~~~~.......&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;.&gt;---.&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;............~~~~~~~~~~~~~~~~........&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;.-- The above map will be superimposed on a random Mines-style level. A random maze may also be present. Elshava Elshava is a cluster of random shops surrounded by water. The shopkeepers sell a variety of useful gear, including items that can't be found anywhere else in the game. All types of shop can also be paid to ID tiles and slabs recovered from Mithardir. The portal to the next level is somewhere in the shallow water outside the town. You can use any portal detection method to find it (including wandering around the shallows until you stumble through it) or you can pay one of the shopkeepers to reveal it. Mithardir Wastes The Mithardir Wastes are a series of three levels consisting of white dust and random rock formations. Dust storms are frequent, producing blinding clouds. The largest of these clouds may inflict deadly illness, so they should be avoided. A small amount of tiles can be found scattered randomly across the level (but no slabs). These levels are connected by portals. You can use any portal detection method to find the next portal, and the portals will also be revealed if you get within 2 squares of them. The last of these levels has a round tower in the center, which contains the downstairs. The tower does not have a door, and must be dug or teleported into. Last Spire The Last Spire is a series of three fixed-layout levels. The mid-boss of the branch, the First Wraithworm, is found on the second level along with the Second Key of Chaos. The first slab is found on the third level. These levels are connected by a mixture of portals and staircases, typically found behind hidden doors (though the portal in the First Wraithworm's room is positioned randomly). Mithardir Catacombs The Mithardir Catacombs is a set of three random-layout levels. The boss of the branch, the Aspect of The Silence, is found on the lowest level, along with the second and third slabs. Tiles can be found in closets around the level, along with on Alabaster mummies. Alabaster mummies can be found on these levels, tied to a specific syllable of power. The syllable is randomly determined but will modify the mummy's attack routine in accordance with the syllable chosen. The syllable will drop on death. Treasure A variety of unique treasure can be recovered from this branch: Living Armor: The shops in Elshava may sell living armor/giant sea anemone and/or barnacle armor/giant shell armor. These armors automatically attack nearby enemies when worn. Living Masks: The shops in Elshava may sell these, which take up your face slot and grant magical breathing while worn. Ceramic Tiles: These are found throughout the quest. Each tile bears one of six magic syllables. Each type of syllable grants a temporary bonus and (lesser) permanent bonus when read. Slabs: These are the "artifacts" of the quest. The first is found after the mid-boss, and the second and third are found on the last level of the quest. Each slab bears a different Word of Creation (the order that the Words are generated in is random). When read, each Word grants a passive bonus and an activated power. Origin Mithardir is from Dungeons and Dragons. The upper parts of the quest (Elshava through the Last Spire) are based on the adventure "The Ruins of Pelon" from Dead Gods, by Monte Cook. The lower part of the level is (very) loosely based on the ruins of Shom, from 4th edition D&amp;D. This page is a stub. Should you wish to do so, you can contribute by expanding this page.
# Computer parts As part of its programming theme, NetHack: The Next Generation includes four items that are electronic or electrical components: the IC (integrated circuit, or "chip"), the diode, the transistor, and the relay. (These items also appear in SlashTHEM, along with other features from NHTNG.) All four items are part of the tool class, but are nonfunctional. Applying any non-artifact computer part will return the message "You don't understand anything about electronics&nbsp;!!!" (or, if hallucinating, "Hmm... is this stuff edible?") This will happen even for Geeks and Graduates, who despite their familiarity with software apparently do not understand the hardware of the computers they use. Contents 1 Properties 2 Occurrence 3 Uses 4 References Properties All four items are made of iron and have white-colored symbols. They differ in unidentified appearance and in value, with base cost apparently decreasing with technological obsolescence. Item Appearance Base Price Weight diode two-wired thing 50 1 transistor three-wired thing 100 1 IC many-wired thing 5000 1 relay four-wired thing 200 2 Note that a cursed IC only has a base price of 250 zm when selling to a shopkeeper. In SlashTHEM, even non-cursed ICs sell for 500 zm, making them significantly less valuable. Occurrence Hostile computers (the PDP-9, PDP-11, Vax, and Cray) will drop 5-14 random components when destroyed; each item has an equal probability of being a diode, transistor, or IC. The Geek role starts with 1-7 ICs. The relay is the base item for the Burned Moth Relay, an artifact which gives protection while carried. When applied, it gives a message which identifies its base item ("There's a little badly burned moth in that relay!"). Geeks and Graduates get an additional message: "You feel remembered of the old times" (or, if hallucinating, "of when the net was flat"). Uses As mentioned above, computer parts do not have any significant function when applied. Some of them, especially ICs, are relatively valuable, so they might be worth collecting to sell (like precious gems) if you have found a general store or tool shop. Polypiling computer parts will not create a computer monster. It might create an iron golem, though. References
# Quest In NetHack, the Quest is a great journey upon which all seekers of the Amulet must embark. It is the only way to obtain the Bell of Opening, which is in turn necessary in order to get the Amulet, so it is impossible to win NetHack without completing the Quest. The Quest involves recovering a magic artifact stolen from your people by a powerful nemesis. Once this task is complete, you are ready to return to your mission to get the Amulet. Contents 1 Access 2 Quest branch 3 Monsters 4 Quest leaders and nemeses 5 Quest difficulty statistics 6 Variants 6.1 SLASH'EM 6.2 UnNetHack 6.3 dNetHack 6.3.1 Role quests 6.3.2 Racial quests 6.3.3 Alignment quests 6.4 Other variants 7 Encyclopaedia entry 8 References Access Somewhere between the dungeon levels 11 and 16, 6 or 7 levels below the Oracle, you will receive a message from your quest leader, pleading for your help. On this level is a magic portal that, when found, leads to a new branch of the dungeon. You will find the quest leader in the first level of this branch, and must speak to them before proceeding to subsequent levels. You must be of your original alignment, have at least 20 alignment record, and have at least experience level 14 to receive permission; see the section on quest leaders below for some more detail. The entrance to the quest proper will be a down stair on the same level as your quest leader. On the bottom level you will encounter your quest nemesis, with the artifact and a silver bell. You cannot go down or level teleport from the Quest home level, even with prior permission, if you are not of your original alignment. Unlike the initial permission requirement, this can be overcome with a helm of opposite alignment. The following information pertains to an upcoming version (NetHack 3.7.0). If this version is now released, please verify that it is still accurate, then update the page to incorporate this information. You can gain access to the Quest by killing your Quest Leader. Doing so gives +7 to god anger and -20 to Luck, and causes your Luck to time out to -4. You also forfeit the alignment record bonus from killing your Quest Nemesis. Quest branch The exact composition and inhabitants of the Quest depend on your role, but all Quests share some common features. The Quest always takes place in a separate branch of the dungeon with at least five levels: Home level: The first level has a layout that is mostly the same in every game played as a given role. It contains your Quest leader (see below) and several Quest guardians, friendly monsters present to add flavor. From the home level, you can return to the Dungeons of Doom through a second magic portal, or you can embark on the Quest through a down staircase on the level. The home level prohibits teleporting, and the walls and floor are non-diggable. Upper filler level: The second level is a randomly-generated filler level. Depending on your role, it may be a room-and-corridor level, a cavern, or a special type of level. Locate level: The third level also has a layout that is mostly the same for your role, and a message will be displayed each time you enter it until the Quest nemesis is killed. The walls and floor are non-diggable. Other than that, there is nothing special about it. Lower filler level(s): Below the Locate level are one to three more filler levels, which may be the same as or different from the upper filler level. Goal level: The last level is the "Goal" level. Like the Home level, its layout is mostly fixed, and a message will be displayed each time you enter it until the Quest nemesis is killed. The nemesis is generated asleep or meditating, carrying the Bell of Opening, and the quest artifact is on the floor of the square the nemesis occupies. The walls and floor are non-diggable in all Goal levels; the Goal level in the Rogue and Samurai Quests is also no-teleport. The locate and filler levels are eligible to leave bones; the home and goal levels are not. Every time you enter the quest portal level, you'll get a purely cosmetic message about your leader needing your help. If you want to switch it off, #chat with your quest leader while you are carrying the Bell of Opening and the quest artifact. Monsters While monsters are still randomly-generated, monster generation in the Quest is biased toward monsters that fit its theme (i.e. "quest monsters"). See the following section for a list of quest-specific monsters. Internally, every role has two quest monsters and two quest monster classes; typically, these enemy classes are the classes of the enemy monster, but that is not mandatory (for example, the Rogue quest breaks this pattern). Monster generation in the Quest uses the following distribution: 96/175 (55%) first specific quest monster 24/175 (14%) first quest class 24/175 (14%) second specific quest monster 6/175 (3%) second quest class 1/7 (14%) normal random monster This "biased" part of monster generation is not subject to extinction where it specifies an individual species, as opposed to a monster class. If an individual monster has been genocided (or does not exist at all, such as in the Archaeologist quest), monsters of the associated class will be generated instead. If the class is also genocided or extinct, the quest monsters will be replaced with ordinary random monsters.[1] It is possible to make use of this mechanism by genociding a quest monster to increase the number of other monsters of the associated class; see the article on genocide for more details. Quest leaders and nemeses The quest leader is the non-player character who verifies that you are ready to undertake the quest and assigns you the mission. If you are not XL 14, but otherwise fulfill the requirements for the quest, you are simply teleported back to the main branch, and can re-enter the quest portal later on. However, if you attack the quest leader,[2] have converted your alignment,[3] or fail the alignment test more than seven times,[4] you will be expelled from the quest and the magic portal will be removed. At this point, if you can branchport back in, you can still pacify them and obtain permission to do the quest; otherwise, the game is unwinnable. All quest leaders are generated meditating, and those of some roles sit on a throne. To make them move away before you can get permission, you need to become at least fast, move next to them on a free turn, and either #chat to them or say no at the prompt for whether to melee them. Once you are teleported out and then re-enter the level, they will move around the area like any other NPC. The quest nemesis is the non-player character you must defeat to reclaim your quest artifact and the Bell of Opening. It's possible to ascend without killing your quest nemesis, but this is exceedingly rare. Every quest nemesis resists stoning; nemeses represented by @ do not respect Elbereth, but those belonging to other classes do. Quest Leader Nemesis Monsters Classes Archeologist @ Lord Carnarvon &amp; The Minion of Huhetotl M&nbsp;human mummy ​S snake, ​M mummy Barbarian @ Pelias @ Thoth Amon O&nbsp;ogre, T&nbsp;troll ​O ogre, ​T troll Caveman @ Shaman Karnov D The Chromatic Dragon h&nbsp;bugbear, H&nbsp;hill giant ​h humanoid, ​H giant humanoid Healer @ Hippocrates H The Cyclops r&nbsp;giant rat, S&nbsp;snake ​r rodent, ​Y apelike creature Knight @ King Arthur D Ixoth i&nbsp;quasit, j&nbsp;ochre jelly ​i imp or minor demon, ​j jelly Monk @ The Grand Master @ Master Kaen E&nbsp;earth elemental, X&nbsp;xorn ​E elemental, ​X xorn Priest @ The Arch Priest &amp; Nalzok Z&nbsp;human zombie, W&nbsp;wraith ​Z zombie, ​W wraith Ranger @ Orion s Scorpius C&nbsp;forest centaur, s&nbsp;scorpion ​C centaur, ​s arachnid or centipede Rogue @ The Master of Thieves @ The Master Assassin l&nbsp;leprechaun, N&nbsp;guardian naga ​n nymph, ​N naga Samurai @ Lord Sato @ Ashikaga Takauji d&nbsp;wolf, E&nbsp;stalker ​d dog or other canine, ​E elemental Tourist @ Twoflower @ The Master of Thieves s&nbsp;giant spider, C&nbsp;forest centaur ​s arachnid or centipede, ​C centaur Valkyrie @ The Norn H Lord Surtur a&nbsp;fire ant, H&nbsp;fire giant ​a ant or other insect, ​H giant humanoid Wizard @ Neferet the Green @ The Dark One B&nbsp;vampire bat, X&nbsp;xorn ​B bat or bird, ​W wraith Quest difficulty statistics The following table is an attempt to quantify quest difficulty by role based on statistics from nethack.alt.org, as of June 21, 2013. The count of players who died in the quest does not include players who completed the quest first. Role Completed quest Died in quest Total Completion rate (%) Wizard 3941 323 4264 92.42 Knight 765 80 845 90.53 Tourist 1110 129 1239 89.59 Caveman 604 78 682 88.56 Archeologist 806 122 928 86.85 Rogue 646 99 745 86.71 Ranger 772 176 948 81.43 Priest 920 213 1133 81.20 Samurai 1155 296 1451 79.60 Healer 736 242 978 75.26 Valkyrie 2822 941 3763 74.99 Barbarian 1022 471 1493 68.45 Monk 849 549 1398 60.73 Variants SLASH'EM In addition to the quests above, SLASH'EM also has quests for the new roles of SLASH'EM and for the different alignments. For a general overview, see SLASH'EM quests and alignment quest. For individual quests, see: Flame Mage quest Ice Mage quest Necromancer quest Undead Slayer quest Yeoman quest Lawful Quest Neutral Quest Chaotic Quest Also, the quest entry level can be deeper. UnNetHack UnNetHack adds the Convict quest, and allows all roles to enter the quest at experience level 10. dNetHack In addition to quests for the new roles in dNetHack, there are also alternative quests for some role/race combinations, as well as alignment quests accessible to all players. Role quests Role Leader Nemesis Anachrononaut @ Sara, the Last Oracle None Binder M Strange corpse L Acererak Convict @ Robert the Lifer @ Warden Arianna Noble (default/human) @ old Gypsy woman @@@@ Rebel leaders Pirate @ Mayor Cummerbund . Blackbeard's Ghost Troubadour (Bard) @ Pindar n Aglaope Racial quests Some role/race combinations in dNetHack get special alternative quests with unique quest artifacts: Race+Role Leader Nemesis Dwarf Noble h Dain II Ironfoot &amp; Durin's Bane Dwarf Knight h Thorin II Oakenshield Do Smaug and Bolg Gnomish Ranger Γ… Damaged arcadian avenger k Great High Shaman of Kurtulmak Elf Noble, Priest, Ranger, or Wizard @ Galadriel W Necromancer (Quest Nemesis) Female Drow Priest, Ranger, Rogue, or Wizard @ Eclavdra (possible nemesis) @ Seyll Auzkovyn (possible leader) Male Drow Priest, Ranger, Rogue, or Wizard @ Eclavdra (possible nemesis) @ Daruth Xaxox (possible leader) Female Drow Noble @ Mother U Elder brain Male Drow Noble @ Drow novice @ A'salom Anachrononauts, Binders, Convicts, Pirates, and Troubadours do not get racial quests. See here for a table of combinations that indicates which ones have special quests. The Drow racial quests are interesting in that they give the player the option of changing sides after meeting their nemesis, and killing their original quest leader to get a different quest artifact. Either the original or the traitor's quest artifact can then be traded for another artifact, so male and female drow each have a total of four options for their quest artifact. The Drow Noble quests are an exception; nobles cannot change sides. Alignment quests The dNetHack alignment quests are similar to those in SLASH'EM: three branches connected to the main dungeon by portals, which all players can enter regardless of alignment, with unique enemies carrying alignment keys and useful artifacts. However, the dNetHack alignment quests are much longer than those in SLASH'EM, consisting of multiple levels instead of a single one. Instead of just one artifact key per alignment, each dNetHack quest has three associated alignment keys, for a total of nine. Three alignment keys are needed in order to access Gehennom. These can be any of the nine, so players can explore one quest in its entirety or try out portions of more than one quest. There is a special Junethack trophy for those who manage to find all nine keys. The Silver Key, an artifact found at the end of the Neutrality Quest, can be used instead of the Bell of Opening to perform the invocation. Therefore, it is possible for characters to ascend even if they are expelled from their role quests, if they are able to survive the Neutrality Quest. Binders are an exception: they will never be permanently expelled from their role quest, but will find the Hand Mirror of Cthylla (which cannot be used for the invocation) in place of the Silver Key. Anachrononauts are also special: due to the lack of their quest artifact, they will be unable perform a full-scoring ascension if they fail their role quest, but they can still perform a half-score ascension by using the Silver Key to complete the invocation ritual. Other variants Similarly to UnNetHack, in FIQHack and xNetHack the quest becomes available at XL10, not XL14. In FIQHack killing your quest leader will open the portal to the quest[5]. Encyclopaedia entry Many, possibly most, Tours are organized as a Quest. This is like a large-scale treasure hunt, with clues scattered all over the continent, a few false leads, Mystical Masters as game-show hosts, and the Dark Lord and the Terrain to make the Quest interestingly difficult. [...] In order to be assured of your future custom, the Management has a further Rule: Tourists, far from being rewarded for achieving their Quest Object, must then go on to conquer the Dark Lord or set about Saving the World, or both. And why not? By then you will have had a lot of practice in that sort of thing and, besides, the Quest Object is usually designed to help you do it. [ The Tough Guide to Fantasyland, by Diana Wynne Jones ] References ↑ Makemon.c#line1090, Makemon.c#line1428, Questpgr.c#qt_montype, You.h#line103, Role.c#line2016, example: wizards Role.c#line561 ↑ src/quest.c in NetHack 3.6.0, line 320 ↑ src/quest.c in NetHack 3.6.0, line 285 ↑ src/quest.c in NetHack 3.6.0, line 290 ↑ https://github.com/FredrIQ/fiqhack/blob/33e95f977761f66186a1f9aea1ca5e5d262912a2/libnethack/src/quest.c#L109 This page may need to be updated for the current version of NetHack. It may contain text specific to NetHack 3.6.2. Information on this page may be out of date. Editors: After reviewing this page and making necessary edits, please change the {{nethack-362}} tag to the current version's tag or {{noversion}} as appropriate.
# File:Orcish bow.png File File history File usageNo higher resolution available. Orcish_bow.png β€Ž(16 Γ— 16 pixels, file size: 203 bytes, MIME type: image/png) A 16x16 vanilla NetHack tile of the object 'orcish bow'. File history Click on a date/time to view the file as it appeared at that time. Date/TimeThumbnailDimensionsUserComment current11:04, 1 August 200616 Γ— 16 (203 bytes)BotFenix (talk | contribs)A 16x16 vanilla NetHack tile of the object 'orcish bow'. Category:16x16 tiles You cannot overwrite this file. File usage The following 15 pages uses this file: List of vanilla NetHack tiles NetHack 3.2.0 NetHack 3.2.1 NetHack 3.2.2 NetHack 3.2.3 NetHack 3.3.0 NetHack 3.3.1 NetHack 3.4.0 NetHack 3.4.1 NetHack 3.4.2 NetHack 3.4.3 NetHack 3.6.0 NetHack 3.7.0 Orcish bow Weapon