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# File:Blinding venom.png
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Blinding_venom.png (16 × 16 pixels, file size: 178 bytes, MIME type: image/png)
A 16x16 vanilla NetHack tile of the object 'blinding venom'.
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current12:31, 1 August 200616 × 16 (178 bytes)BotFenix (talk | contribs)A 16x16 vanilla NetHack tile of the object 'blinding venom'. Category:16x16 tiles
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NetHack 3.4.3
NetHack 3.6.0
NetHack 3.7.0
Venom
User:Kalon/NetHack 4.0.0 |
# User talk:216.88.21.241
Welcome!
Welcome!
Hi, welcome to NetHackWiki! Thanks for your edit to the NetHackWiki:Ask an expert 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! -- Richard1990 (Talk) 19:54, 29 May 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.
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# File:Trap door.png
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Trap_door.png (16 × 16 pixels, file size: 184 bytes, MIME type: image/png)
A 16x16 vanilla NetHack tile of the item 'trap door'.
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current12:37, 1 August 200616 × 16 (184 bytes)BotFenix (talk | contribs)A 16x16 vanilla NetHack tile of the item 'trap door'. Category:16x16 tiles
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# Category:Fair use
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261 × 87; 23 KB
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Nrs-nethack-the-movie.jpg
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RogueBasin logo.png
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Uvuudaum depiction.png
400 × 569; 411 KB
Error creating thumbnail: convert: delegate failed `"dwebp" -pam "%i" -o "%o"' @ error/delegate.c/InvokeDelegate/1310.
convert: unable to open image `/tmp/magick-18857ymkVMleu7lhe': No such file or directory @ error/blob.c/OpenBlob/2712.
convert: unable to open file `/tmp/magick-18857ymkVMleu7lhe': No such file or directory @ error/constitute.c/ReadImage/540.
convert: no images defined `/tmp/transform_b84c62eec177.png' @ error/convert.c/ConvertImageCommand/3210.
Error code: 1
Uvuudaum.webp
400 × 569; 82 KB |
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# Unique item
A unique item is one of four specific objects required to complete the game:
The Candelabrum of Invocation
The Bell of Opening
The Book of the Dead
The Amulet of Yendor
The discoveries page lists these items under the "Unique Items" section. Unique items are defined by having the field oc_unique set to 1 in objects.c. While the unique items are also commonly referred to as invocation artifacts, they do not count as artifacts for wishing purposes, as the player is guaranteed to encounter them. Unique items are indestructible (barring bugs) and may not be placed in containers.
It is not possible to wish for any of the unique items.
Unique items versus artifacts
Starting with NetHack 3.0.0, all artifacts are also unique within a given game, but are not the same as unique items - they are specially named variants of their base item with additional benefits, and appear as named versions of those items when unidentified. For example, most games will have no more than one runesword or tsurugi, as those items never generate randomly and only appear when Stormbringer or the Tsurugi of Muramasa (respectively) are generated. Neither counts as a unique item - it is possible to wish for them, or find them in a bones file if the aforementioned artifacts already exist.
Variants
EvilHack
EvilHack adds a couple of other "one-per-game" items that serve as the base item for artifacts, and are never randomly generated (except when their associated artifact is generated):
triple-headed flail (basis for Butcher)
eight ball (basis for the Magic 8-Ball) |
# Dark elven arrow
)
Name
dark elven arrow
Appearance
black runed arrow
Damage vs. small
1d7
Damage vs. large
1d6
To-hit bonus
+0
Weapon skill
bow
Size
one-handed
Base price
2 zm(+10/positive enchant)
Weight
1
Material
wood
In SLASH'EM, the dark elven arrow is the drow equivalent of the elven arrow. Dark elven arrows are carried by non-player drow and will be the starting arrows for a drow ranger.
Like regular elven arrows, dark elven arrows are made of wood, and do the same amount of damage. However, the arrows made by surface elves have one practical advantage over their subterranean counterparts: SLASH'EM gives a 33% chance of adding an extra multishot when firing non-cursed elven arrows, a bonus which does not apply to dark elven arrows [1].
It is unclear whether this was an intentional bias or just an oversight in the code. In any case, drow rangers may wish to trade off (or, given unwanted potions of gain level, upgrade) their starting arrows for regular elven arrows, or (for a to-hit bonus and better damage against large monsters) ya.
References
↑ dothrow.c in SLASH'EM 0.0.7E7F2, line 171 |
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[Umbire the Phantom (2×); Ion frigate (6×)]
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(cur | prev) . . (+2) . . Ion frigate (talk | contribs) (trying not to use item in two different senses)
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(cur | prev) . . (0) . . Ion frigate (talk | contribs) (this seems least bad)
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Unused symbols (2 changes | history)
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[Umbire the Phantom; Ion frigate]
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22 July 2023
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[Umbire the Phantom (2×)]
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# Samurai
Wikipedia has an article about:
Samurai
'Sam' redirects here. For the guardian of the black market, see One-eyed Sam.
Samurai are Japanese warriors who adhere to the discipline of bushido (honor) and fight their enemies using ancient martial arts. Therefore they start out lawful and human, but can be of either gender. Their first sacrifice gift is Snickersnee.
The Samurai is one of the strongest roles in the early game, and thus an excellent choice for a new player. The guidebook describes them like this:
Samurai are the elite warriors of feudal Nippon. They are
lightly armored and quick, and wear the dai-sho, two swords of
the deadliest keenness.
Contents
1 Starting equipment
2 Intrinsics
3 Skills
4 Special rules
4.1 Japanese names for items
4.2 Code of Conduct
5 Strategy
5.1 Early game
5.1.1 Weapons
5.1.2 General
5.2 Mid game
5.2.1 Objectives
5.2.2 Weapons
5.3 Late game
5.3.1 Weapons
5.3.2 General
6 Rank titles
7 Quest
8 Variants
8.1 Additional Japanese item names
8.2 SLASH'EM
8.3 dNethack
9 Encyclopedia entry
10 References
Starting equipment
Each samurai starts with the following:[1][2]
a +0 katana (samurai sword)
a +0 wakizashi (short sword)
a +0 yumi (bow)
26 to 45 ya (bamboo arrows)
a +0 rustproof splint mail
a blindfold (20% chance)[3]
Instead of a random pet, a samurai always starts with a little dog called Hachi. This is in reference to Hachikō, a famous Japanese dog who faithfully waited for the return of his dead owner for nine years until his own death. Hachi means eight, in reference of his birth order in the litter, and ko implies affection.
Intrinsics
Samurai gain intrinsics at these experience levels:[4]
Level 1: speed
Level 15: stealth
Skills
Samurai skills
Max
Skills
Basic
Weapons: dagger, scimitar, saber, quarterstaff
Spells: attack, divination
Skilled
Weapons: knife, broadsword, flail, polearms, spear, lance
Combat: riding
Spells: clerical
Expert
Weapons: short sword, long sword, two-handed sword, bow, shuriken
Combat: two weapon combat
Master
Combat: martial arts
Samurai start with Basic skill in Long sword, Short sword, Bow, and Martial arts
Special rules
Samurai get a +1 bonus to multishot when firing ya from a yumi.
Samurai may perform a shattering blow while wielding a katana; other roles must wield a two-handed weapon to perform one.
Japanese names for items
Since the samurai are Japanese, some of the game items use Japanese names in place of their regular English names when playing as a Samurai. The following is a list of those items with their Japanese names:
English
Japanese
short sword
wakizashi
broadsword
ninja-to
flail
nunchaku
glaive
naginata
lock pick
osaku
wooden harp
koto
knife
shito
plate mail
tanko
helmet
kabuto
leather gloves
yugake
food ration
gunyoki
potion of booze
potion of sake
There are also some regular items that are uniquely Japanese. Once identified, these are described using their Japanese name, regardless of which role you are playing. These items are the following:
ya ("bamboo arrow")
yumi ("long bow")
katana ("samurai sword")
tsurugi ("long samurai sword")
shuriken ("throwing star")
Additionally some pieces of dialog are also changed. On losing a level or dying, you receive the message "Sayonara", instead of the usual "Goodbye"; when starting or loading a game, it greets you with "Konichi wa"; and friendly shopkeepers and priests greet you with "Irasshaimase".
Code of Conduct
The bushido code requires that samurai behave honorably. Dishonorable acts will incur an alignment penalty and display a guilt message. Examples include:
Digging up a grave: −1 "You disturb the honorable dead!"
Attacking a peaceful or tame creature: −1 "You dishonorably attack the innocent!"
Attacking with a poisoned weapon: −1 "You dishonorably use a poisoned weapon!"
A Samurai with a non-Lawful alignment (probably from wearing a helm of opposite alignment) will still receive the message, but will not suffer the alignment penalty.
Strategy
Early game
Weapons
While it may be tempting to start two-weapon combat with your starting katana and wakizashi, the to-hit penalty is quite severe, the wakizashi is a middling weapon that uses a different weapon skill from your katana, and you won't train your base weapon skill while twoweaponing. It's better to use your katana alone, and wait until you've found another long sword later.
As far as weapons go, the samurai should not bother with any sword other than a long sword. The katana they start with is the finest one-handed non-artifact weapon in the game. Since the samurai can reach expert level in two-weapon combat they are better off swinging two long swords/katana than one of any larger non-artifact weapon. However, in the early game it is important to build up skill in individual weapons, which cannot be done while using two weapons.
Of course, the samurai becomes even more powerful with an artifact weapon. Early options include Snickersnee, a buffed-up katana that's your guaranteed first sacrifice gift, or Excalibur, an artifact weapon that has a 1⁄6 chance of being created if you dip a long sword into a fountain. You may do this when you have attained experience level 5, though you may also wish to delay doing so until you have better HP or equipment to handle the possible fountain monsters. Note that you must use an actual long sword to accomplish this, do not dip your starting katana into a fountain to try to accomplish this. Once you have a decent artifact weapon and expert skill in long sword, slide your original katana over to the secondary hand in two-weapon combat, and it will continue to add its damage to your attacks.
The yumi is a good long distance ranged weapon, especially given your multishot bonus with ya. It will aid you in situations where melee combat may prove fatal—fighting floating eyes and cockatrices for example. Since you're likely to want to switch to shuriken once you retrieve some from your Quest, consider not advancing bow skill to Expert to save three skill slots.
General
The samurai strategy is very simple: If it moves, stab it, and if it's sessile, stab it anyway. Samurai are also good ranged warriors, receiving a bonus to hit and damage when shooting ya from a yumi. Samurai aren't good at spellcasting, but are very unlikely to need it; the katana and splint mail they start with also make the first few levels a breeze.
Mid game
Objectives
The Samurai quest item is the Tsurugi of Muramasa, a powerful two-handed tsurugi with the ability to bisect enemies (i. e. kill them outright) 5% of the time, much like the Vorpal Blade. Therefore it is not a good idea to engage your quest nemesis in honourable melee combat, since he might bisect you; making things worse, he ignores Elbereth. It's better to zap him with a wand of death. If you don't have one, other techniques include zapping him with a wand of sleep or hurling a potion of paralysis at him before attacking so that he can't fight back, protecting yourself with a scroll of earth on the upstair and killing him with ranged attacks, polymorphing into a black dragon and disintegrating him, and so forth. If you have a strong melee attack, you could just wear an amulet of life saving and hope for the best, possibly retreating if you have to burn the amulet; actually, having an amulet of life saving is probably a good idea anyway no matter what strategy you choose, just in case you get unlucky.
The quest is notable for producing a lot of loot, especially attack wands, which your opponents will use against you. Reflection, or at least resistance to sleep, fire, and cold, are highly desirable.
Weapons
With maxed strength and enchantment, shuriken and ya deal roughly comparable damage (since ya do not benefit from your strength bonus). Ya are slightly more effective when you have a substantial damage bonus, thanks to the Samurai's +1 multishot bonus when using them. Shuriken, on the other hand, do not require a wielded launcher (potentially saving valuable turns), and are generally more plentiful thanks to the Quest. Since you take an alignment record penalty when using poisoned missiles, poisoning your entire stack is a Bad Idea, but it might be worth poisoning a subset of your missiles to use against monsters such as minotaurs and mind flayers, where killing them quickly is more important than a few points of alignment.
The Tsurugi of Muramasa isn't as useful as it might seem, as it compares unfavorably to twoweaponing Excalibur and your starting katana, and doesn't provide any essential extrinsics.
Late game
Weapons
Samurai typically get the most out of two-weaponing, using Excalibur with an offhand katana or silver saber through the endgame; Frost Brand, Fire Brand or Grayswandir can replace Excalibur in the primary slot if you have them available, and can also be swapped into that slot against specific monsters. If no other source of reflection is available for you, you can forgo two-weapon fighting for a shield of reflection.
General
If you want to twoweapon in the late game and also wear an amulet of life saving, you will probably want a cloak of magic resistance paired with silver dragon scale mail, using a wish for the cloak if necessary. Relying on a quest artifact like the Magic Mirror of Merlin for magic resistance is risky, because the Wizard of Yendor can steal it, leaving you vulnerable to his touch of death.
Rank titles
The status line shows you to be one of the following ranks when you reach the specified experience level:
XL 1-2: Hatamoto
XL 3-5: Ronin
XL 6-9: Ninja/Kunoichi
XL 10-13: Joshu
XL 14-17: Ryoshu
XL 18-21: Kokushu
XL 22-25: Daimyo
XL 26-29: Kuge
XL 30: Shogun
Quest
Main article: Samurai quest
The Samurai quest sees you fight Ashikaga Takauji for the Tsurugi of Muramasa.
Variants
Additional Japanese item names
In several variants, including SlashTHEM, and NetHack--, these additional items have Japanese names:
Japanese
English
bokken (previously jo)
club (actually means "wooden sword")
dai-kyu
bow
jo (reassigned from club)
baseball bat (actually means "short staff")
kaginawa
grappling hook
mizugumo
water walking boots
okonomiyaki
pancake
onigiri
doughnut
timbe
small shield
SLASH'EM
Samurai can be played more or less the same way in SLASH'EM as in Vanilla. Just be a little more wary of enemies' stronger attack power, using your ya and scribbling the E word whenever enemies are near.
Their "kiii" technique gives a temporary boost to your attack power. Due to the Samurai's strong attack power you may never use it, but it can be useful if you're facing somewhat powerful enemies and want to take them out quickly.
SLASH'EM allows you to #twoweapon two artifacts at the same time. Considering that Samurai can easily get both Excalibur and Snickersnee—two of the most powerful weapons in the game—and are able to advance both longsword and #twoweapon to expert, this is a huge advantage.
Since a Samurai wielding both Excalibur and Snickersnee will do large amounts of damage even with zero enchantment, enchanting your weapons is a low priority. If you find any scrolls of enchant weapon, consider blessing it and enchanting your unicorn horn—enchanting unicorn horns increases their chances of working in SLASH'EM.
Once you have at least a submachine gun and a bunch of bullets, don't bother any more with the yumi. Firearms are superior to bows and arrows. Later, replace your submachine gun with an assault rifle. The assault rifle will be very good for the special cases where melee is a bad idea.
Save up gold for shops, or get good at stealing: along with rogues and barbarians, samurai are massively overcharged in shops, paying twice as much. This is mainly relevant when you find a magic lamp in a shop, which in SLASH'EM has a base price of 1000zm.
A good ascension kit for a Samurai is:
+7 Excalibur two-weaponed with +7 Snickersnee or other powerful artifact weapon
an amulet of life saving or amulet of flying
+5 silver dragon scale mail
+7 cloak of magic resistance (enchant an elven cloak to +7 and upgrade it)
+5 gauntlets of power or gauntlets of dexterity
+5 fireproof speed boots for the extra attacks, jumping boots for the extra movement, water walking boots to be safe from create pool, or +7 elven boots for the extra AC and stealth
+5 shirt
greased +5 helm of telepathy or +7 elven leather helm
A +7 assault rifle and bullets
All the other standard ascension kit items that all roles need (bag, rings, potions, wands, tools, etc.)
dNethack
dNethack expands the list of items with Japanese names. This list is presented alphabetized by Japanese name for easy lookup.
Japanese
English
bisento
halberd
bo
quarterstaff
bo-shuriken
dart
chokuto
long sword
dai tsuchi
war hammer
dou-maru
splint mail
dwarvish zaghnal
dwarvish mattock
gunyoki
food ration
hira-shuriken
shuriken
kabuto
helmet
kamayari
guisarme
kote of fumbling
gauntlets of fumbling
kote of power
gauntlets of power
kunai
dagger
silver kunai
silver dagger
jade o-yoroi
crystal plate mail
silver yari
silver spear
jo
club
koto
wooden harp
magari yari
trident
naginata
glaive
ninja-to
broadsword
no-dachi
two-handed sword
nunchaku
flail
ono
battle axe
osaku
lock pick
o-yoroi
plate mail
potion of sake
potion of booze
shito
knife
tanko
bronze plate mail
uma-yari
lance
wakizashi
short sword
yugake
leather gloves
Samurai now get an artifact yumi as a crowning gift, Yoichi no yumi. It grants +1d20 to hit, 2x damage to fired ya, and can be #invoked to create ya.
In addition, the guaranteed first sacrifice gift for a samurai is now Kiku-ichimonji. It's a lawful samurai-favoring katana that grants +1d4 to hit and 1d12 to damage.
Snickersnee is relegated to a nameable artifact, which can be named at xplvl 18 by tourists and 30 by samurai. It's now an intelligent knife, and has +1d3 to hit and +1d6 to damage, and a chance of beheading targets.
Lastly, the The Kusanagi no Tsurugi can be named at level 18, but only used as a weapon at 30. It's an intelligent long sword with +1d20 to hit and +1d12 to damage. In addition, it may behead targets and will instantly kill elementals. It grants energy regeneration while wielded, and searching and luck while carried.
Encyclopedia entry
By that time, Narahara had already slipped his arm from the
sleeve of his outer robe, drew out his two-and-a-half-foot
Fujiwara Tadahiro sword, and, brandishing it over his head,
began barreling toward the foreigners. In less than a minute,
he had charged upon them and cut one of them through the torso.
The man fled, clutching his bulging guts, finally to fall from
his horse at the foot of a pine tree about a thousand yards
away. Kaeda Takeji finished him off. The other two Englishmen
were severely wounded as they tried to flee. Only the woman
managed to escape virtually unscathed.
[ The Fox-horse, from Drunk as a Lord, by Ryotaro Shiba ]
References
↑ u_init.c in NetHack 3.4.3, line 131
↑ u_init.c in NetHack 3.4.3, line 695
↑ u_init.c in NetHack 3.4.3, line 695
↑ attrib.c in NetHack 3.4.3, line 75
This page may need to be updated for the current version of NetHack.
It may contain text specific to NetHack 3.4.3. Information on this page may be out of date.
Editors: After reviewing this page and making necessary edits, please change the {{nethack-343}} tag to the current version's tag or {{noversion}} as appropriate. |
# User:Thyra
/me...
is legendarily crap at this game, with one of the lowest non-zero ascension rates (11 ascensions in 1611 games on NAO at time of going to press, or 0.68%)
has still ascended eleven more times than most of the internet (1xVal 1xBar 1xWiz 1xArc 1xRan 1xMon 1xSam 1xPri 1xTou 1xCav 1xRog)
struggled horribly to ascend an Arc (Val ascended game 241, Bar 309, Wiz 377, finally got an Arc up on 1355, Ran on 1437, Mon on 1456, Sam on 1466, Pri on 1472, Tou on 1539, Cav on 1560, Rog on 1611)
was hampered by the fact that he was trying to ascend a wishless genoless polyless Arc
had three games in that time that probably should have ascended (game 546 got raped by a foocubus on the way back up through Juiblex, game 731 didn't finish swapping gloves when grabbing a cockatrice corpse in the Wizard's Tower, game 1073 got doubleteamed by Demogorgon and a winged gargoyle in the Sanctum)
was responsible for a legendary YASD non-ascension with a Bar; died on the Plane of Air with four amulets of life saving and 130 bits of food in possession
is known as Kinitawowi around most of the rest of the internet
took his Nethack name from his initial tendency to play Valkyries (Thyra was the Valkyrie from Gauntlet)
is really a guy called Dave from Norfolk (UK)
takes a minimum of one month's hiatus from Nethack after each ascension, on the grounds that otherwise it would EAT HIS LIFE
will add to this thing later
Thyra on NAO (stats, games, deaths, dumplogs, ttyrecs) |
# File:Dretch.png
File
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File usageNo higher resolution available.
Dretch.png (16 × 16 pixels, file size: 468 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
current16:17, 26 November 201016 × 16 (468 bytes)Paxedbot (talk | contribs)A 16x16 SLASH'EM monster tile. Category:16x16 tilesCategory:SLASH'EM monsters
You cannot overwrite this file.
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Dretch |
# Talk:Eladrin
For anybody looking to tame a Eladrin from the tower: Giving a tame Tulani Masamune works great, in addition they'll generally wipe out the rest of the Eladrin for you (giving you some nice crystal equipment, wands of striking, and potions of full healing). If you don't have one yet, each Tulani has a cloak of MR, so the one that you didn't tame may be a good source of that.
--EasterlyIrk (talk) 18:09, 22 August 2017 (UTC) |
# User talk:160.7.138.207
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! —ZeroOne (talk / @) 19:26, 7 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 • RDNS • RBLs • Traceroute • TOR check] · [RIRs: America · Europe · Africa · Asia-Pacific · Latin America/Caribbean] |
# File:Zinc wand.png
File
File history
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Zinc_wand.png (16 × 16 pixels, file size: 194 bytes, MIME type: image/png)
A 16x16 vanilla NetHack tile of the object 'zinc wand'.
File history
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Date/TimeThumbnailDimensionsUserComment
current12:26, 1 August 200616 × 16 (194 bytes)BotFenix (talk | contribs)A 16x16 vanilla NetHack tile of the object 'zinc wand'. Category:16x16 tiles
You cannot overwrite this file.
File usage
The following 13 pages uses this file:
List of vanilla NetHack tiles
NetHack 3.2.0
NetHack 3.2.1
NetHack 3.2.2
NetHack 3.2.3
NetHack 3.3.0
NetHack 3.3.1
NetHack 3.4.0
NetHack 3.4.1
NetHack 3.4.2
NetHack 3.4.3
NetHack 3.6.0
NetHack 3.7.0 |
# File:Elbereth three scripts.JPG
File
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Elbereth_three_scripts.JPG (358 × 324 pixels, file size: 19 KB, MIME type: image/jpeg)
The name "Elbereth" in three of Tolkien's scripts. From top to bottom, the "tetha mode" of Sindarin script in the Tengwar of Feanor, the "Mode of Beleriand," also in the Tengwar, and, finally, the "Angerthas Moria" runic script.
Permission is granted to copy, distribute and/or modify this document under the terms of the GNU Free Documentation License, Version 1.2 or any later version published by the Free Software Foundation; with no Invariant Sections, no Front-Cover Texts, and no Back-Cover Texts. A copy of the license is included in the section entitled "Text of the GNU Free Documentation License." English
File history
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Date/TimeThumbnailDimensionsUserComment
current09:10, 9 September 2019358 × 324 (19 KB)Netzhack (talk | contribs)Edited the bottom line, the Angerthas Moria sample, to end in Certh no. 10, corresponding to the letter thorn. ——~~~~
22:14, 7 April 2008358 × 324 (16 KB)Ckbryant (talk | contribs)
21:49, 7 April 2008358 × 324 (16 KB)Ckbryant (talk | contribs)The name "Elbereth" in three of Tolkien's scripts. From top to bottom, the "tetha mode" of Sindarin script in the Tengwar of Feanor, the "Mode of Beleriand," also in the Tengwar, and, finally, the "Angerthas Moria" runic script.
You cannot overwrite this file.
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The following page uses this file:
Elbereth
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 resolution72 dpiVertical resolution72 dpiExif version2.1Supported Flashpix version0,100Color spaceUncalibrated |
# Alchemy smock
[ alchemy smock
Appearance
apron
Slot
cloak
AC
1
Special
MC1acid resistancepoison resistance
Base price
50 zm
Weight
10
Material
cloth
The alchemy smock is a type of cloak that appears in NetHack. It is made of cloth and appears as an apron when unidentified.
Contents
1 Effects
2 Strategy
3 History
4 Messages
5 Variants
5.1 SLASH'EM
5.2 NetHack brass
6 References
Effects
When worn, an alchemy smock provides 1 point of AC along with acid resistance, poison resistance and MC1[1] - despite the name, it has no actual effects on alchemy. Reading an alchemy smock will generate one of many YAFMs similarly to T-shirts, most of which are cooking-related.[2][3]
Due to limitations in how object extrinsics are defined, acid resistance from the alchemy smock is handled specially internally.[4] As a result, it only applies to you: monsters wearing an alchemy smock will obtain poison resistance, but not acid resistance.
The following information pertains to an upcoming version (3.7.0). If this version is now released, please verify that it is still accurate, then update the page to incorporate this information.
Per this commit, monsters now gain acid resistance from a worn alchemy smock.
Strategy
An early alchemy smock is quite useful, allowing non-orcish players to safely eat corpses of poisonous monsters such as killer bees and gain poison resistance as an intrinsic. Once you have poison resistance, the smock can be given to humanoid pets that lack the resistance.
The alchemy smock is also one of the few extrinsic sources of acid resistance, with the others being yellow dragon scales or the corresponding dragon scale mail. However, acid damage is infrequent and avoidable enough for players through other means that the alchemy smock is usually not required for this purpose, and pets cannot obtain acid resistance from it - it still has a few uses, such as a cloak for a mind flayer polyform to prevent the acid damage for each tentacle attack from piling up.
The following information pertains to an upcoming version (3.7.0). If this version is now released, please verify that it is still accurate, then update the page to incorporate this information.
Pets can now gain intrinsics from eating corpses, providing other methods for humanoid pets to gain poison resistance. In addition, monsters can now gain acid resistance from worn alchemy smocks, making it a good choice of cloak for mind flayer pets.
History
The alchemy smock is introduced in NetHack 3.3.0. The ability to read alchemy smocks was added in 3.6.0.
Messages
The possible messages displayed from reading an alchemy smock are:
"Kiss the cook"
"I'm making SCIENCE!"
"Don't mess with the chef"
"Don't make me poison you"
"Gehennom's Kitchen"
"Rat: The other white meat"
"If you can't stand the heat, get out of Gehennom!"
"If we weren't meant to eat animals, why are they made out of meat?"
"If you don't like the food, I'll stab you"
The following information pertains to an upcoming version (3.7.0). If this version is now released, please verify that it is still accurate, then update the page to incorporate this information.
A new quote is added that is similar to an already-existing T-shirt message: "I am an alchemist; if you see me running, try to catch up..." The messages are both references to The Sum of All Fears, with the one on the alchemy smock tailored to be closer to the original quote.
This is notably also the second possible message on an alchemy smock that is not related to cooking in some manner.
Variants
SLASH'EM
In SLASH'EM, the alchemy smock is replaced with the lab coat, which provides the same properties but also grants MC3. The presence of more powerful acidic monsters such as giant shoggoths also make it far more desirable to seek out.
NetHack brass
In NetHack brass, the frilled apron also appears as just an apron when unidentified, though wearing a non-cursed apron can easily distinguish which of the two it is.
References
↑ src/do_wear.c in NetHack 3.6.6, line 323
↑ apron_text in read.c
↑ include/obj.h in NetHack 3.6.6, line 325
↑ Cloak_on in do_wear.c |
# Dogley Dimension
In Dudley's dungeon, The Dogley Dimension is the space between adjacent dungeon levels. It was first presented in the 12 May 2006 strip of the webcomic.
Its discoverer, the dog called Dogley, describes the Dogley Dimension as "the infinite void between dungeon levels" which "does not occupy the same spatial dimensions as the dungeon". As with many other spoilers, the Dogley Dimension was discovered using wizard mode.
Contents
1 The basic concept
2 Additional speculations and theories
2.1 Orc multiplication effect
2.2 Wormhole redirection
3 Conclusion
The basic concept
The existence of the Dogley Dimension explains why holes in the dungeon floor transport one to a random place on the next level. Any objects here will fall to a random position on the next level as they move back into the normal dimension.
It also explains the generation of monsters; the # symbols that float around sometimes collide and form random monsters, which then fall to a random location. Dogley explains that the Wizard of Yendor uses wormholes through the Dogley Dimension to connect staircases.
Of course, that leaves two problems:
Dogley reached the Dogley Dimension by level-teleporting to level 4.5 in wizard mode. Then why did Dogley not immediately fall to level 5, as all other monsters seem to do?
Why are we naming this after Dogley anyway, if the Wizard of Yendor already knew of this dimension?
Additional speculations and theories
Use this section of the article to add and edit speculations and theories about the Dogley Dimension, beyond what was presented in Dudley's dungeon. Of course, if this section contradicts something later revealed in the webcomic, someone might have to come here and fix it.
Orc multiplication effect
When the # symbols collide, they can create any random monster, including an orc. However, orcs tend to appear on the level in groups.
The actual explanation for this is a special type of collision called the orc multiplication effect. This produces large groups of orcs of the same type. The orcs appear on one square and fall together, being distributed across adjacent squares as they land in the dungeon.
The normal, single-monster method of generation can still produce single orcs, which is why you occasionally find orcs alone. The orc multiplication effect is most likely a consequence of the effect's preferences for monsters of the round shape that orcs have.
A related effect is the shrieker effect. The creation of a shrieker leaves residue that sometimes interacts with other # symbols to create a purple worm, which has a round shape similar to orcs. The purple worm appears sometime after the shrieker on the same level. The shrieks of a shrieker resonate with the purple worm because both monsters were created from similar material. A shrieker does not always leave residue, which is why some shriekers will shriek and shriek but the purple worm will never appear.
Wormhole redirection
Normally, wormholes connect the down staircase of one level with the up staircase of the level immediately below. However, in theory, it is possible to redirect these wormholes between arbitrary staircases using an artifact known as the "Dial Home Device", for example to jump from Minetown to the Oracle level.
In fact, the wormholes of up staircases are occasionally redirected to other than the staircase immediately above. This may happen if you possess the Amulet of Yendor and are in the Gehennom. That is why sometimes, when you try to ascend, you will just find that you have descended a level or two.
The reason why you never hear about this is because it is much easier to teleport while confused. Also, you cannot create a new wormhole without closing the existing ones, and no one has found a way to close the existing wormholes.
Conclusion
Upon closer inspection, maybe you do not believe in the Dogley Dimension. Maybe you believe that Dogley simply found a wand of draw ASCII webcomic. Maybe we should stop imagining things and pretend that the dungeon is literally made from letters and punctuation.
However, wherever the theory of the Dogley Dimension falls short, there is always some special exception or additional rule to save it. |
# User talk:P.bunbun
Welcome!
Welcome!
Hi! Welcome, and thanks for contributing to NetHackWiki!
The How to help and Style guide pages are excellent starting points.
Recent changes is a great first stop, because you can see what other people are editing right this minute, and where you can help.
Questions? Need help? You can ask on my talk page, at the Community Portal or on the talk page associated with each article! Just remember to sign those posts with four tildes: ~~~~. That will expand to create a signature.
I'm really happy to have you here, and look forward to working with you! -- Tjr (Talk) 23:16, October 23, 2009 |
# Ice trap
^ ice trap File:Ice trap.png
Generates
Sheol, trap rooms
Effect
Deals cold damage, freezes inventory
The ice trap is a type of trap that appears in UnNetHack.
Contents
1 Generation
2 Effects
3 Messages
4 References
Generation
Ice traps are usually found in Sheol, and rarely also appear in trap rooms.
Effects
When you or a monster trigger an ice trap, it shoots a freezing cloud that does 4d4 damage unless the victim have cold resistance. The trap can also destroy potions in open inventory.[1][2]
Messages
A freezing cloud shoots from
<surface>!
You activated an ice trap.
You are uninjured.
The trap did 0 damage, probably due to you having cold resistance.
A freezing cloud shoots from the <surface> under <monster>!
A monster activated an ice trap.
You see a freezing cloud shoot from the <surface>!
As above, but you could not see the monster.
<monster is uninjured.
The monster had cold resistance and suffered no damage.
References
↑ UnNetHack 6.0.4 src/trap.c, line 2465
↑ UnNetHack 6.0.4 src/trap.c, line 3276
</surface></monster></surface></surface> |
# Skill
The term "master" redirects here. For the rank title of a Monk at experience level 30, see Monk#Rank titles.
NetHack's skill system allows different roles to attain different proficiencies in the use of different weapons and spells. Skills can be advanced using the #enhance command. When you become able to advance a skill, you will see the message "You feel more confident in your (weapon/fighting/spell casting) skills." If you have just advanced a skill and still have more that can be advanced, you will get the message "You feel you could be more dangerous!" Skills are not advanced automatically because each skill takes up skill slots, which are finite and gained by leveling up..
Contents
1 Training
1.1 Technical details
2 Effects
2.1 Spellcasting
2.2 Weapons
2.2.1 Weapon skill levels and bonuses
2.3 Riding
3 Skill tables
3.1 Weapon skills
3.2 Other combat skills
3.3 Spell skills
4 Variants
4.1 SLASH'EM
4.2 UnNetHack
5 References
Training
Most skills in NetHack have four possible levels: Unskilled, Basic, Skilled and Expert. Martial arts and Bare hands have two levels beyond expert: Master and Grand Master. Generally speaking, characters start at basic skill in the weapons and spells they begin their adventure with, and unskilled in all others.
Use the #enhance command at any time to get a list of skills which you can train. If a skill does not appear on this list, your role is restricted in this skill, meaning that no amount of training will enable it to advance beyond unskilled. However, if you receive an artifact weapon from your god, you will be "unrestricted" in the appropriate skill if necessary, which can then be advanced to Basic. #enhance will also indicate which of the listed skills have been trained up to their maximum levels. Tables of maximum skill levels can be found in Dylan O'Donnell's spoilers weap-343.txt and spl1-343.txt.
Combat skills are generally trained through dealing more than 1 damage using a given weapon while wielded in melee, and projectiles are thrown or else fired from the launcher they are designed for - some melee weapons (spear, javelin, knife, dagger, and aklys) can double as projectiles, and either use trains the appropriate skill. Spellcasting skills are trained by successfully casting a spell; a common training strategy is to use low-level spells such as light or knock to raise the skill for another desired spell in that spellcasting school.
Technical details
To advance a skill, you need to have enough free skill slots and to have practiced it enough. You gain a skill slot each time you gain an experience level, and being crowned also grants one skill slot - this means there is a maximum of 30 skill slots available. Higher skill levels require more skill slots.
Skills that are non-weapon based (spellcasting, bare-handed combat, and riding) use half as many skill slots as weapon-based skills.[1] If you lose an experience level, you will also lose a skill slot, which may result in losing your most recently earned skill.
The table below shows the total number of successful uses of a skill required to reach each level and the skill slots required to advance. If you start with a skill at Basic, you are also precredited with 20 successful uses of that skill.
Skill level
Successful uses
Slots required for weapons
Slots required for non-weapons
Unskilled
0
Basic
20
1
1
Skilled
80
2
1
Expert
180
3
2
Master
320
2
Grand Master
500
3
Hitting a monster for more than one point of damage (including from a distance) counts as a successful use of a weapon skill. For bare-handed combat, a successful use is only scored 50% of the times you hit a monster; for martial arts, 75%.[2][3] As with weapon attacks, a check is made to see if your skill damage bonus applies (see below). Riding a total distance of 101 squares counts as a successful use of the riding skill.[4] Successfully casting a level n spell counts as n successful uses of the corresponding spell casting skill.[5]
Effects
Spellcasting
Improving spellcasting skills improves your chances of casting spells in that school successfully. Certain spells also have better effects when cast at skilled level or above. Cone of cold and fireball create explosions rather than a ray;[6] and detect monsters, confuse monster, levitation, remove curse, detect food, cause fear, identify, haste self, detect treasure, and restore ability all have the effect of a blessed potion or scroll.[7][8] Protection takes twice as long to decay if cast as expert.[9] Jumping allows you to jump farther based on your skill level, with a bonus even for Basic skill.[10] To-hit chance of most ray-type spells (sleep, magic missile, unskilled/basic cone of cold, and finger of death) also depends on your skill level.[11]
Weapons
Improving weapon skills improve your to-hit and damage bonuses. Bare hands combat and martial arts skills are an exception to this rule: In 3.4.3 they never granted a to-hit bonus,[12] and in both 3.4.3 and 3.6.0 their damage bonus applies only to 50% and 75% (respectively) of all hits.[13][14]
Quoting from Kate Nepveu's spoilers:
Weapon skill levels and bonuses
Needed
Weapon
Two-weapon
Skill level
Hits
Exp
+Hit
+Dam
+Hit
+Dam
Unskilled
0
0
−4
−2
−9
−3
Basic
20
1
0
0
−7
−1
Skilled
80
2
2
1
−5
0
Expert
180
3
3
2
−3
1
Needed
Riding
Bare-hand
Martial
Skill level
Hits
Exp
+Hit
+Dam
+Hit
+Dam
+Hit
+Dam
Unskilled
0
0
−2
0
+1
0
+2
+1
Basic
20
1
−1
0
+1
+1
+3
+3
Skilled
80
1
0
+1
+2
+1
+4
+4
Expert
180
2
0
+2
+2
+2
+5
+6
Master
320
2
—
—
+3
+2
+6
+7
Grand Master
500
3
—
—
+3
+3
+7
+9
Riding
Your skill at riding affects your chances of successfully applying a saddle.[15] It also affects your chance of hitting[16] and the damage you inflict[17] when riding. Also, you need at least Basic skill to pick up items or loot a container on the ground[18] or search one for traps,[19] dip something into a pool,[20] set a trap[21] or disarm one[22] or engrave on the floor[23] while riding. Also, if your steed is capable of lifting (and moving over) boulders, you need Basic skill to make them use this ability.[24]
Skill tables
Key
-
Restricted
b
Basic
S
Skilled
E
Expert
M
Master
GM
Grand Master
Weapon skills
RoleSkill
Arc
Bar
Cav
Hea
Kni
Mon
Pri
Rog
Ran
Sam
Tou
Val
Wiz
dagger
b
b
b
S
b
-
-
E
E
b
E
E
E
knife
b
-
S
E
b
-
-
E
S
S
S
-
S
axe
-
E
S
-
S
-
-
-
S
-
b
E
S
pick-axe
E
S
b
-
b
-
-
-
b
-
b
S
-
short sword
b
E
-
S
S
-
-
E
b
E
E
S
b
broadsword
-
S
-
-
S
-
-
S
-
S
b
S
-
long sword
-
S
-
-
E
-
-
S
-
E
b
E
-
two-handed sword
-
E
-
-
S
-
-
b
-
E
b
E
-
scimitar
S
S
-
b
b
-
-
S
-
b
S
b
-
saber
E
b
-
b
S
-
-
S
-
b
S
b
-
club
S
S
E
S
b
-
E
S
-
-
-
-
S
mace
-
S
E
b
S
-
E
S
-
-
b
-
b
morning star
-
S
b
-
S
-
E
b
b
-
b
-
-
flail
-
b
S
-
b
-
E
b
S
S
b
-
-
RoleSkill
Arc
Bar
Cav
Hea
Kni
Mon
Pri
Rog
Ran
Sam
Tou
Val
Wiz
hammer
-
E
S
-
b
-
E
b
b
-
b
E
-
quarterstaff
S
b
E
E
-
b
E
-
b
b
b
b
E
polearms
-
-
S
b
S
-
S
b
S
S
b
S
S
spear
-
S
E
b
S
b
S
b
E
S
b
S
b
trident
-
S
S
b
b
-
S
-
b
-
b
b
b
lance
-
-
-
-
E
-
b
-
-
S
b
S
-
bow
-
b
S
-
b
-
b
-
E
E
b
-
-
sling
S
-
E
S
-
-
b
-
E
-
b
b
S
crossbow
-
-
-
-
S
b
b
E
E
-
b
-
-
dart
b
-
-
E
-
-
b
E
E
-
E
-
E
shuriken
-
-
-
S
-
b
b
S
S
E
b
-
b
boomerang
E
-
E
-
-
-
b
-
E
-
b
-
-
whip
E
-
-
-
-
-
-
-
b
-
b
-
-
unicorn horn
S
-
b
E
-
-
S
-
-
-
S
-
-
The following information pertains to an upcoming version (NetHack 3.7.0). If this version is now released, please verify that it is still accurate, then update the page to incorporate this information.
The scimitar skill has been deleted, and merged into the saber skill. Barbarians have their saber skill raised from Basic to Skilled.
Other combat skills
RoleSkill
Arc
Bar
Cav
Hea
Kni
Mon
Pri
Rog
Ran
Sam
Tou
Val
Wiz
bare hands
E
M
M
b
E
-
b
E
b
-
S
E
b
two weapon combat
b
b
-
-
S
-
-
E
-
E
S
S
-
riding
b
b
-
-
E
-
-
b
b
S
b
S
b
martial arts
-
-
-
-
-
GM
-
-
-
M
-
-
-
Spell skills
RoleSkill
Arc
Bar
Cav
Hea
Kni
Mon
Pri
Rog
Ran
Sam
Tou
Val
Wiz
attack
b
b
b
-
S
b
-
-
-
b
-
b
E
healing
b
-
-
E
S
E
E
-
b
-
-
-
S
divination
E
-
-
-
-
b
E
S
E
b
b
-
E
enchantment
-
-
-
-
-
b
-
-
-
-
b
-
S
clerical
-
-
-
-
S
S
E
-
-
S
-
-
S
escape
-
b
-
-
-
S
-
S
b
-
S
b
E
matter
b
-
S
-
-
b
-
S
-
-
-
-
E
Variants
SLASH'EM
In SLASH'EM, advancing a spell skill costs as much as weapon skills.[25]
UnNetHack
UnNetHack changes the number of successful uses of a skill required to reach each level. These values are:
Skill level
Successful uses
Old value
Unskilled
0
0
Basic
100
20
Skilled
200
80
Expert
400
180
Master
800
320
Grand Master
1600
500
Spell skills, however, advance four times as fast until the player is Skilled in the relevant skill, after that, the skill only advances twice as fast as shown in the table above.
References
↑ weapon.c, function slots_required
↑ uhitm.c in NetHack 3.4.3, line 546
↑ uhitm.c in NetHack 3.4.3, line 907
↑ steed.c in NetHack 3.4.3, line 357
↑ spell.c in NetHack 3.4.3, line 960
↑ spell.c in NetHack 3.4.3, line 829
↑ spell.c in NetHack 3.4.3, line 901
↑ spell.c in NetHack 3.4.3, line 917
↑ spell.c in NetHack 3.4.3, line 673
↑ spell.c in NetHack 3.4.3, line 950
↑ spell_hit_bonus in zap.c
↑ uhitm.c in NetHack 3.4.3, line 283: uwep is false if no weapon is wielded
↑ uhitm.c in NetHack 3.4.3, line 546
↑ uhitm.c in NetHack 3.4.3, line 904
↑ steed.c in NetHack 3.4.3, line 112
↑ weapon.c in NetHack 3.4.3, line 1147
↑ weapon.c in NetHack 3.4.3, line 1216
↑ pickup.c in NetHack 3.4.3, line 1468
↑ trap.c in NetHack 3.4.3, line 3494
↑ potion.c in NetHack 3.4.3, line 1554
↑ apply.c in NetHack 3.4.3, line 2031
↑ trap.c in NetHack 3.4.3, line 3110
↑ engrave.c in NetHack 3.4.3, line 139
↑ hack.c in NetHack 3.4.3, line 269
↑ Source:SLASH'EM_0.0.7E7F2/weapon.c#line990
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It may contain text specific to NetHack 3.4.3. Information on this page may be out of date.
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. |
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# Air
Dungeon features
Air
_ Altar
# Corridor
# Cloud
#. Drawbridge
+-| Door
. Doorway
{ Fountain
| Headstone
. Floor
>< Ladder
. Ice
# Iron bars
} Lava
} Moat
# Sink
Solid rock
>< Staircase
\ Throne
^" Trap
# Tree
- | Wall
~ Vibrating square
This article is about the terrain type. For the lawful god in the ice mage pantheon in SLASH'EM, see Air (god).
Air is a terrain type that only appears on the Plane of Air and in the form of bubbles on the Plane of Water. It is extremely hard to move on unless you are levitating or flying, and attempting to move otherwise may cause you to tumble. However, it is still possible to move across air by hurtling due to Newton's Third Law; in other words, by throwing things in the direction opposite of the one you want to move in. Beware, this will freeze you for one turn per square travelled.
The same ASCII glyph ( ) can also represent solid stone.
Messages
You can't write in thin air!
You attempted to engrave on air, which is impossible.
Having fun sitting on the air?
You attempted to sit in air, on the Plane of Air.
There are no cushions floating nearby.
You attempted to sit in air, on the Plane of Water.
SLASH'EM
In the Jedi patch for SLASH'EM, air appears on the home level for the Jedi quest.
This page is a stub. Should you wish to do so, you can contribute by expanding this page.
This page may need to be updated for the current version of NetHack.
It may contain text specific to NetHack 3.6.1. Information on this page may be out of date.
Editors: After reviewing this page and making necessary edits, please change the {{nethack-361}} tag to the current version's tag or {{noversion}} as appropriate. |
# Cockatrice
Wikipedia has an article about:
Cockatrice
c chickatrice
Difficulty
7
Attacks
Bite 1d2, Petrification
c chickatrice
Difficulty
7
Attacks
Bite 1d2, Petrification
Base level
4
Base experience
136
Speed
4
Base AC
8
Base MR
30
Alignment
0 (neutral)
Frequency (by normal means)
1 (Very rare)
Genocidable
Yes
Weight
10
Nutritional value
10
Size
tiny
Resistances
poison, petrification
Resistances conveyed
poison (27%)
A chickatrice:
has no hands.
is an animal.
is omnivorous.
is normally generated hostile.
can be seen through infravision.
normally appears in small groups.
Reference
monst.c#line170
c cockatrice
Difficulty
8
Attacks
Bite 1d3, Petrification
c cockatrice
Difficulty
8
Attacks
Bite 1d3, Petrification
Base level
5
Base experience
149
Speed
6
Base AC
6
Base MR
30
Alignment
0 (neutral)
Frequency (by normal means)
5 (Common)
Genocidable
Yes
Weight
30
Nutritional value
30
Size
small
Resistances
poison, petrification
Resistances conveyed
poison (33%)
A cockatrice:
has no hands.
is an animal.
can lay eggs.
is omnivorous.
is normally generated hostile.
can be seen through infravision.
Reference
monst.c#line177
The cockatrice, c, is one of the more complex creatures in Nethack, and is generally considered to be a real nuisance, as it is often the source of many YASDs. It can turn you to stone instantaneously if you touch it (or even its corpse) with your bare hands (or any other part of your body). However, if you are wearing gloves, you can pick its corpse up and wield it as a weapon, turning enemies to stone instantaneously; the cockatrice corpse has been nicknamed the rubber chicken by the players who like to use it in this way. This is still extremely dangerous, as falling in any manner will cause you to touch it. Monsters with gloves or stoning resistance (such as skeletons) can also wield cockatrice corpses against you.
The baby version of a cockatrice is a chickatrice, c, and is similarly dangerous; while they may appear earlier than cockatrices, chickatrices are much weaker, rarer, and less likely to leave a corpse. Chickatrices and cockatrices are often collectively referred to as footrices, particularly in reference to the stoning abilities they and their corpses possess.
In addition to normal monster generation, floors below DL 17 may rarely generate a nest full of cockatrices as a special room.
Contents
1 Hissing attack
2 Ways to be petrified by a cockatrice
2.1 Petrification by a corpse
2.1.1 Always petrifies
2.1.2 Without wearing gloves
2.1.3 Without wearing gloves, blinded
2.1.4 Without wearing a helm
2.1.5 Without wearing boots
2.1.6 Wearing gloves while wielding the corpse as a weapon
2.1.7 Without wearing gloves, wielding the corpse while stoning-resistant
2.2 Petrification by a living cockatrice
2.3 Other ways to be petrified by a cockatrice
3 Use as a weapon
4 History
5 Wishing
6 Resistances conveyed
7 Origin
8 Encyclopedia entry
9 References
Hissing attack
If you hear the cockatrice's hissing, there is a chance that you may begin turning to stone. If you immediately act to counter this process, you can save your life, but any intrinsic speed will be lost. The hissing attack always succeeds during a new moon unless you are carrying a lizard corpse.
For a cockatrice to start turning you to stone, the following must all happen:
The cockatrice must touch you with its petrifying touch attack. ("The cockatrice touches you.")
Then, there is a 1⁄3 chance the cockatrice will hiss at you if it has not been cancelled. ("You hear the cockatrice's hissing!")
Finally, there is a 10% chance (or 100% if today is a new moon and you are not carrying a lizard corpse) that you will begin turning to stone. ("You are slowing down." at the end of the current game turn)
Magic cancellation will not protect you against the hiss, although cancelling the cockatrice will prevent it from hissing ("You hear a cough from the cockatrice!"). Good AC can prevent a cockatrice from touching you. Note that cancellation's only effect on cockatrices is to block their hissing attack; it does not protect you against petrification due to contact with the cockatrice, living or dead. To prepare for the loss of intrinsic speed, you may tin the corpse of a quantum mechanic and eat the tin after stopping the stoning process, or zap yourself with a wand of speed monster.
Ways to be petrified by a cockatrice
The following list gives the ways a cockatrice or chickatrice can kill you, and what there is to be done about it. (Except where otherwise stated, "cockatrice" will refer to both cockatrices and chickatrices.) This list may not be exhaustive. All methods are instantly fatal and assume you are not stoning-resistant, unless noted. Wearing an amulet of life saving will save you if you are petrified.
Petrification by a corpse
Always petrifies
Get hit by a monster wielding it (delayed death).[1][2] If you've killed a cockatrice near an enemy that can wield weapons, there is a high chance that one wearing gloves will pick up the corpse and attempt to stone you with it. Be on alert for messages involving the corpse being wielded. If you are blind and cannot see this information, it is best to assume they have wielded it. If an enemy has the corpse and you cannot kill it, you are advised to make your way to another level and wait for the corpse to rot away, which will take place in 250 turns. If a moat is nearby and you are wearing boots, you can kick the corpse into the water to make it inaccessible.
Eat it. Gaining the food appraisal intrinsic warns you before eating dangerous food, including food that will petrify you. ('This smells like it could be something very dangerous!') The intrinsic is gained by reading a blessed scroll of food detection, or casting 'detect food' at skilled or expert in divination spells. It lasts for one warning. If you have stoning resistance, it will give you a message 'This tastes just like chicken!' Keep food (especially cockatrice corpses) out of slot 'y'; this will help avoid accidentally eating something you shouldn't.
Without wearing gloves
Pick it up. If you are polymorphed into a creature that lacks hands and can pick up objects, you will also be stoned.
Put it into or take it out of a container.
Try to throw or fire it.
Wield the corpse.
Snag it with a bullwhip or grappling hook. However, simply picking up the corpse with a bullwhip is fine.[3][4][5]
Steal it (for example, when polymorphed into a nymph).
Sacrifice it. This even happens when it's already lying on the altar.
Tin the corpse.
Without wearing gloves, blinded
Feeling the corpse when you move or teleport onto the square containing the corpse when not using m.
Cease levitating over it when not using m.
Look (using ':' at the square containing it).
Get expelled from an engulfing monster on a square containing the corpse when not using m.
Without wearing a helm
Throw it upwards (direction <). The death message is "petrified by elementary physics" (what goes up, must come down).
Without wearing boots
Kick it.
Trip over it while fumbling, as of NetHack 3.6.0.
Wearing gloves while wielding the corpse as a weapon
Fall down the stairs. This happens if you are burdened or worse, are fumbling, or are punished. However, you will never fall down the stairs if you are flying.
Fall down a pit, hole or a trapdoor, including jumping into them while flying.
Fall into a chasm created by a drum of earthquake.
Fall into a pit created by stepping on a landmine. If you are flying or levitating, you can pass over these without falling (except in Sokoban). Flying won't stop you from triggering the landmine, but it will prevent you from falling into the created pit. Jumping down a hole or trapdoor while flying will stone you.
Fall onto a sink while levitating.
Faint from hunger and fall on the corpse.
Lose your gloves to disintegration by a scroll of destroy armor.
Lose your gloves to overenchantment (or underenchantment) by a scroll of enchant armor. If the enchantment on the gloves is +4 or higher, reading a non-cursed scroll of enchant armor may destroy them. If the enchantment is −4 or lower, reading a cursed scroll of enchant armor may do the same.
Lose your gloves to the monster spell destroy armor. Magic resistance protects you from this spell.
Have your gloves taken off by a foocubus. You have charisma⁄20 chance of having the option to stop a foocubus from removing an item of armor. Cancelling them stops the seduction attacks altogether. Nymphs and monkeys cannot steal your gloves if you're holding a weapon; they will try to take your weapon first, petrifying themselves if successful. The corpse can be retrieved by breaking the resulting statue.
Without wearing gloves, wielding the corpse while stoning-resistant
Change to a non-stoning-resistant form. Polymorph control or unchanging can prevent this. Reaching zero HP will change you back to your normal, non-resistant form if you don't have unchanging, and kill you if you do.
Petrification by a living cockatrice
Attack (strike, touch, or claw) it with bare, ungloved hands.
Due to a bug, even the m command will not be safe if the cockatrice is shown only as a warning symbol.
Attack it with ungloved hands, wielding a potion.
Kick it without wearing boots (as a monster attack or as a command).
Bite or sting it (monster attack).
Headbutt it without wearing a helmet (monster attack).
Hug it without gloves and a cloak (monster attack).
Suck its brain with tentacles (as mind flayer or master mind flayer).
Attack it while polymorphed into a foocubus ("You smile at the cockatrice seductively. You turn to stone...").
Swallow it whole (as trapper, lurker above, or purple worm).
Without gloves, attempt to saddle it.
Without gloves, attempt to untrap it from a pit.
Hear its hissing (delayed death). See § Hissing attack for details.
Ride an animal that steps on a polymorph trap and turns into a cockatrice. Your magic resistance protects ridden monsters against polytraps.
Get reduced to zero HP by its attacks. This will kill you normally, but if you weren't petrification resistant, you will leave a statue instead of a ghost in your bones file. If you were polymorphed into a stoning-resistant form while wearing an amulet of unchanging, you leave a ghost instead.
If you have no weapon or gloves, or are polymorphed into a form which has an unusual attack, cockatrices should not be directly attacked; attack them with ranged weapons or spells. If you suck a cockatrice's brain, you turn to stone. If your life is saved, you still suffer the delayed death stoning effects. Minotaurs are the only headbutters capable of wearing helmets (and even then, only cloth and leather hats). Salamanders are the only huggers capable of wearing both gloves and a cloak.
Other ways to be petrified by a cockatrice
Eat a tin of cockatrice meat.
Eat a cockatrice egg (delayed death).
Get hit by a cockatrice egg thrown by a monster (delayed death).
Without a helmet, throw a cockatrice egg in the air (direction <; not a delayed death).
Without gloves, smash a potion of polymorph over a monster, turning it into a cockatrice. (This is bug #C343-31, fixed May 2004)
Use as a weapon
A cockatrice corpse is an extremely powerful weapon, but can easily backfire and thus should be used with some caution. To avoid falling in an unknown pit, you should unwield it or be levitating when moving around in places that might have traps. Even if you are levitating and not fumbling (highly recommended), you should stay away from sinks, nymphs and foocubi to be perfectly safe. (But 20 Charisma makes foocubi safe.) Some creatures are immune to stoning, and golems turn into powerful stone golems that can easily annihilate a character in the early game. So have a different weapon ready to use, and never stone a golem in the early game.
Due to a minor bug, players polymorphed into a jabberwock will not stone monsters with a wielded cockatrice corpse.[6]
History
Before Hack 1.0.3, a successful hissing attack was an instadeath; the only safe way to fight a cockatrice was with ranged weapons. The effect of the new moon first appeared in Hack 1.0.2.
Wishing
Wishing for footrice corpses can sometimes be a good idea when fighting tough monsters or a multitude of them. A good Astral Plane wish would be a blessed partly eaten chickatrice corpse—chickatrice corpses are lighter than cockatrices, and partly eaten ones are lighter still. All Quest nemeses and the endgame riders are stoning resistant.
Here is a quick list of monsters that can be good candidates for stoning.
Moloch's priests and the high priest (especially in Moloch's Sanctum and the Astral Plane)
Demon princes and lords (except Juiblex, who is stone resistant)
The Wizard of Yendor
Angelic beings, including Archons
Mind flayers
Liches
It's always a good idea to save up a couple of extra charges on your wand of wishing just in case. You never know when Demogorgon shows up or five Archons are generated on the Plane of Fire.
Resistances conveyed
According to definition in monst.c, eating footrice should convey stoning resistance, but this is not implemented.[7][8]
Origin
The cockatrice is alleged to be incubated by a serpent or toad from a rooster's egg. Yolkless eggs were traditionally believed to have been laid by roosters.
Physically, it resembles a rooster with a reptilian tail and bat wings.
The traditional cockatrice is simply deadly. The stoning attack property comes from Dungeons & Dragons.
The cockatrice is closely related to the basilisk (a monster not present in vanilla NetHack) referred to in the encyclopedia entry. The relation between basilisks and cockatrices is unclear; sometimes they are used as synonyms, but other times a basilisk is a different monster.
Encyclopedia entry
Once in a great while, when the positions of the stars are
just right, a seven-year-old rooster will lay an egg. Then,
along will come a snake, to coil around the egg, or a toad,
to squat upon the egg, keeping it warm and helping it to
hatch. When it hatches, out comes a creature called basilisk,
or cockatrice, the most deadly of all creatures. A single
glance from its yellow, piercing toad's eyes will kill both
man and beast. Its power of destruction is said to be so
great that sometimes simply to hear its hiss can prove fatal.
Its breath is so venomous that it causes all vegetation
to wither.
There is, however, one creature which can withstand the
basilisk's deadly gaze, and this is the weasel. No one knows
why this is so, but although the fierce weasel can slay the
basilisk, it will itself be killed in the struggle. Perhaps
the weasel knows the basilisk's fatal weakness: if it ever
sees its own reflection in a mirror it will perish instantly.
But even a dead basilisk is dangerous, for it is said that
merely touching its lifeless body can cause a person to
sicken and die.
[ Mythical Beasts by Deirdre Headon (The Leprechaun Library) and other sources ]
References
↑ src/mhitu.c in NetHack 3.6.6, line 995
↑ src/mhitu.c in NetHack 3.6.6, line 1252
↑ src/pickup.c in NetHack 3.6.6, line 256: apply.c does not call the usual check when using the whip to pick up the corpse off the ground, but does call it when a weaponized corpse is snatched.
↑ src/apply.c in NetHack 3.6.6, line 2714
↑ src/apply.c in NetHack 3.6.6, line 2849
↑ The exact condition for stoning a monster with a wielded trice 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 some monster that cannot wield a weapon (adult dragon, raven, crocodile, and the invalid polyforms Ixoth, Demogorgon, and the Chromatic Dragon).
↑ src/monst.c in NetHack 3.6.6, line 178
↑ src/monst.c in NetHack 3.6.6, line 184
Parts of this page are based on a spoiler by David Corbett. The original license is unknown. |
# 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 |
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(cur | prev) . . (+35) . . Noisytoot (talk | contribs) (dNetHack has deep DSM too)
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(cur | prev) . . (+26) . . Noisytoot (talk | contribs) (Orange DSM also grants hallucination resistance in dNetHack)
16:46
(cur | prev) . . (+118) . . Noisytoot (talk | contribs) (Update dragon scale mails for dNetHack. Red DSM grants flying, shimmering DSM grants infinite range see invisible, and deep DSM grants drain resistance and unchanging.)
18 July 2023
m 04:53 EvilHack (diff | hist) . . (0) . . K2 (talk | contribs) (build date) |
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# User talk:Wegesrand
Welcome!
Welcome!
Hi! Welcome, and thanks for contributing to NetHackWiki!
The How to help and Style guide pages are excellent starting points.
Recent changes is a great first stop, because you can see what other people are editing right this minute, and where you can help.
Questions? Need help? You can ask on my talk page, at the Community Portal or on the talk page associated with each article! Just remember to sign those posts with four tildes: ~~~~. That will expand to create a signature.
I'm really happy to have you here, and look forward to working with you! -- Paxed (Talk) 09:39, September 14, 2009 |
# Gnome (SLASH'EM)
SLASH'EM adds several new types of gnomes.
Contents
1 Gnome warrior
2 Deep gnome
2.1 Encyclopedia Entry
3 Gnome thief
4 Ruggo the Gnome King
5 References
Gnome warrior
G gnome warrior
Difficulty
6
Attacks
Weapon 2d6
G gnome warrior
Difficulty
6
Attacks
Weapon 2d6
Base level
5
Base experience
61
Speed
10
Base AC
10
Base MR
20
Alignment
0 (neutral)
Frequency (by normal means)
1 (Very rare)
Genocidable
Yes
Weight
750
Nutritional value
150
Size
Small
Resistances
None
Resistances conveyed
None
A gnome warrior:
has a head, a couple of arms, and a torso.
is omnivorous.
is male.
can pick up weapons and food.
has infravision.
can be seen through infravision.
appears only in Gehennom.
hits creatures as a +1 weapon.
Reference
SLASH'EM_0.0.7E7F2/monst.c#line2495
A gnome warrior is only generated in Gehennom and the Mine King's level. Gnome lords may grow up to become gnome warriors, instead of gnome kings. This change is mostly cosmetic, since apart from not being marked as overlords, gnome warriors are identical to gnome kings in virtually every respect.
Deep gnome
G deep gnome
Difficulty
6
Attacks
Weapon 2d6
G deep gnome
Difficulty
6
Attacks
Weapon 2d6
Base level
5
Base experience
61
Speed
10
Base AC
10
Base MR
20
Alignment
0 (neutral)
Frequency (by normal means)
1 (Very rare)
Genocidable
Yes
Weight
750
Nutritional value
150
Size
Small
Resistances
None
Resistances conveyed
None
A deep gnome:
can tunnel through walls.
needs a pick-axe to tunnel through walls.
has a head, a couple of arms, and a torso.
is omnivorous.
is male.
likes gold.
likes gems.
can pick up weapons and food.
has infravision.
can be seen through infravision.
appears only in Gehennom.
hits creatures as a +1 weapon.
Reference
SLASH'EM_0.0.7E7F2/monst.c#line2488
And deep gnomes are identical to gnome warriors, except that gnome lords will not grow up into them, and they will pick up gold. Be careful not to mistake them for the far more dangerous gnolls, with whom they share a glyph.
Encyclopedia Entry
Far beneath the surface of the earth dwell the Svirfneblin, or Deep
Gnomes. Small parties of these demihumans roam the Underdark's mazes
of small passageways searching for gemstones. They are said to dwell
in great cities consisting of a closely connected series of tunnels,
buildings, and caverns in which up to a thousand of these diminutive
creatures live. They keep the location of these hidden cities secret
in order to protect them from their deadly foes, the kuo-toa, Drow,
and mind flayers.
Svirfneblin are slightly smaller than rock gnomes, but their thin,
wiry, gnarled frames are just as strong. Their skin is rock-colored,
usually medium brown to brownish gray, and their eyes are gray. Male
svirfneblin are completely bald; female deep gnomes have stringy gray
hair. The average svirfneblin life span is 250 years.
[ The Underdark, by Mike Drees and Albert Foster ]
Gnome thief
G gnome thief
Difficulty
3
Attacks
Weapon 1d6, Touch steal item
G gnome thief
Difficulty
3
Attacks
Weapon 1d6, Touch steal item
Base level
1
Base experience
16
Speed
6
Base AC
10
Base MR
4
Alignment
0 (neutral)
Frequency (by normal means)
0 (Not randomly generated)
Genocidable
Yes
Weight
650
Nutritional value
100
Size
Small
Resistances
None
Resistances conveyed
None
A gnome thief:
has a head, a couple of arms, and a torso.
is omnivorous.
is normally generated hostile.
can pick up weapons and food.
has infravision.
can be seen through infravision.
may turn against you when tame.
Reference
SLASH'EM_0.0.7E7F2/monst.c#line2466
A Gnome thief will only appear in Minetown. It is somewhat like a weak nymph, in that it has a lower base level, and one of its seduce/steal attacks is replaced with a plain weapon attack.[1] They will also teleport away after a successful theft, just like a nymph. They do not teleport randomly, however, nor do their corpses convey teleportitis.
Ruggo the Gnome King
Main article: Ruggo the Gnome King
References
↑ Seduction and steal item attacks are treated the same way, per SLASH'EM 0.0.7E7F2/mhitu.c#line1586; the reason monkeys cannot seduce you is that they are animals. |
# Talk:Potion of levitation
#dip
what happens on dipping an object into this potion? --84.60.253.208 16:40, 24 May 2009 (UTC)
Nothing in vanilla ("Interesting") unless doing alchemy. -Tjr 19:27, 24 May 2009 (UTC) |
# Shade
shade
Difficulty
14
Attacks
Touch 2d6 paralyse, Touch 1d6 slowing
shade
Difficulty
14
Attacks
Touch 2d6 paralyse, Touch 1d6 slowing
Base level
12
Base experience
357
Speed
10
Base AC
10
Base MR
0
Alignment
0 (neutral)
Frequency (by normal means)
0 (Not randomly generated)
Genocidable
No
Weight
1450
Nutritional value
0
Size
Medium
Resistances
Cold, Sleep, Disintegration, Poison, Petrification
Resistances conveyed
None
A shade:
can fly.
can phase through walls.
does not breathe.
has a head, a couple of arms, and a torso.
does not have a solid form.
can see invisible creatures.
does not eat. (*)
is not a valid polymorphable form.
is undead.
is normally generated hostile.
wanders randomly.
can follow you to other levels.
is nasty.
has infravision.
never leaves a corpse.
Reference
monst.c#line2523
A shade, , is a type of undead monster that appears in NetHack. They are capable of phasing and see invisible like other ghosts, and are dangerous due to their two attacks: a paralysis attack, leaving the player vulnerable to other more dangerous creatures, and slowing attack that removes intrinsic speed (both the indefinite-duration fast and temporary very fast forms).
Shades can only be harmed with blessed weapons, silver objects, certain artifact weapons, and magic. Mirrors count as silver objects for this purpose, but will only deal 1 point of damage and break if used to attack them.[1][2]
Contents
1 Generation
2 Strategy
3 Encyclopedia entry
4 References
Generation
Orcus-town is the only place where shades appear. Six shades are generated on the level upon entering in normal circumstances - two are placed next to Orcus, and the other four are placed randomly in the town.[3]
Strategy
Silver weapons and Sunsword will do their full damage[4] (base + enchantment) to shades in addition to the (if applicable) d4 blessed damage and d20 silver damage against undead. Other physical items will have their base damage and enchantment zeroed,[5] and deal only the component of their damage that comes from being blessed[6][7] or having artifact weapon bonus damage of a type that shades are not resistant to.[8][9][10] If your attack does non-zero damage, then it may also be eligible for bonus damage from increase damage, strength and skill.[11] Note that the double damage of artifacts which would otherwise deal damage that shades are vulnerable to (Fire Brand and cross-aligned Sceptre of Might) is applied after the base and enchantment is zeroed.[12] In contrast, Mjollnir does most of its bonus damage as additive shock damage, which is effective against shades.
Magical attacks, such as force bolt, magic missile, and fireball, or their wand equivalents, are also effective against shades.
In addition to one of the above sources of damage, MC3 and free action are highly recommended in the presence of shades. If you have made it this far without any of those available to you, or else you do not want to fight them (e.g. during a speed ascension), you can scare away the shades using an applicable instrument, such as a bugle or tooled horn.
Players who wish to fight them but lack another effective attack can use the Bell of Opening or any other silver item against them. Unarmed combat with blessed gloves or a silver ring and no gloves can also work, as does wielding the silver ring, though this is comparatively much slower. A non-weapon silver object will not break weaponless conduct.
Encyclopedia entry
Shades are undead creatures. They differ from zombies in
that a zombie is an undead animation of a corpse, while a
shade is an undead creature magically created by the use
of black magic.
References
↑ src/uhitm.c in NetHack 3.6.6, line 1353
↑ src/uhitm.c in NetHack 3.6.6, line 880
↑ dat/gehennom.des in NetHack 3.6.6, line 398
↑ src/artifact.c in NetHack 3.6.6, line 332: Sunsword is the only artifact with a damage bonus specifically against undead
↑ src/weapon.c in NetHack 3.6.6, line 301
↑ src/weapon.c in NetHack 3.6.6, line 321: In dmgval(), this damage bonus comes after zeroing the base damage and enchantment
↑ src/weapon.c in NetHack 3.6.6, line 389: non-weapon damage
↑ src/uhitm.c in NetHack 3.6.6, line 816: bonus damage from artifact_hit() is applied after dmgval()
↑ src/artifact.c in NetHack 3.6.6, line 1174: adding the artifact bonus
↑ src/artifact.c in NetHack 3.6.6, line 752: whether artifact special damage applies; shades are affected by "generalist" artifacts
↑ src/uhitm.c in NetHack 3.6.6, line 1096
↑ src/artifact.c in NetHack 3.6.6, line 859 |
# Paladin (class)
A user has suggested improving this page or section as follows:
"replace with SLASHTHEM data"
The Paladin is a role specific to SLASHTHEM.
Intrinsics
Paladins gain the following intrinsics:
XL 1: Warning against undead
XL 1: Warning against demons
XL 1: Speed
XL 5: Poison resistance
XL 10: Sleep resistance
XL 24: leech mana
Rank titles
XL 1-2: Fighter of Law
XL 3-5: Chivalrous Warrior
XL 6-9: Knightly Strider
XL 10-13: Courageous Battler
XL 14-17: Holy Warrior
XL 18-21: Celestial Warrior
XL 22-25: Peacebringing Knight
XL 26-29: Knight in shiny armor
XL 30 : God-gifted Warrior
Gods
Lawful:Ariel
Neutral:Tyrael
Chaotic:Gabriel
This page is a stub. Should you wish to do so, you can contribute by expanding this page. |
# Magical explosion
A magical explosion can occur for one of two reasons:
A magic trap exploded.
A bag of holding was just destroyed, by putting a charged wand of cancellation, bag of tricks, or another bag of holding inside it.
In the first case, your power will be slightly increased, possibly including your max power. There are many other explosions in the game with magical sources, but these are the only two which are explicitly described as "magical explosions."
This is a disambiguation page: a list of articles associated with the same title.
This page may need to be updated for the current version of NetHack.
It may contain text specific to NetHack 3.4.3. Information on this page may be out of date.
Editors: After reviewing this page and making necessary edits, please change the {{nethack-343}} tag to the current version's tag or {{noversion}} as appropriate. |
# File:Iron bars.png
File
File history
File usageNo higher resolution available.
Iron_bars.png (16 × 16 pixels, file size: 197 bytes, MIME type: image/png)
A 16x16 vanilla NetHack tile of the item 'iron bars'.
File history
Click on a date/time to view the file as it appeared at that time.
Date/TimeThumbnailDimensionsUserComment
current12:31, 1 August 200616 × 16 (197 bytes)BotFenix (talk | contribs)A 16x16 vanilla NetHack tile of the item 'iron bars'. Category:16x16 tiles
You cannot overwrite this file.
File usage
The following page uses this file:
List of vanilla NetHack tiles |
# 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. |
# Talk:Experience level
I haven't played Slash'em, but is it really so that the delta between 13 and 14 is 70k and 14 and 15 100k, after which is drops down to 50k for the remainder of levels?
I mean, I understand the 50k cap, which is a very sensible change, but why would there be 100k between 14 and 15, that's just silly. Kynde 06:56, April 11, 2010 (UTC)
Contents
1 Developer suggestion
2 determining experience level while polymorphed
3 strategy
4 3.6.0 change
5 Jump in FIQHack (and xNetHack) between 20 and 21?
Developer suggestion
I'm sorry if isn't a good place for upgrade ideas, but if someone knowledgeable sees this, I'd like to be able change the experience points from "Xp:14/81015" to "Xp:14/1.2%". At the higher experience levels, it would free up a significant section of the status line. Oway 21:17, November 4, 2010 (UTC)
determining experience level while polymorphed
If you spend most of your game polymorphed in various good fighter forms, you'll have a hard time telling if you're ready for the quest. Some methods, hopefully complete:
"Welcome to level foo" -- obvious, but hard to produce.
Spell failure rates. You do know your failure rate, stats, gear, and role. A spell failure rate calculator lets you solve the inverse problem.
Less practical for a speed run:
Rehumanize, or feel like a new elf.
Level-dependent intrinsics could be tested for, including teleport at will (xp8 / xp12).
Your quest leader will tell you your rank title (and waste your time).
A stethoscope or a wand of probing will not work, telling you your polyform's base level instead. Are there any other methods? --Tjr 21:08, 30 May 2011 (UTC)
strategy
If I have lvl 10 and then I drop to lvl 2 for buying protection, The monster will be generated based on my actual lvl? Also, would be a good idea add an Strategy section discussing about how exactly you can "control" monsters level. I'm not sure, but when I've entered the Mines with lvl 1, I only saw Gnomes (for 3 games) and when I've reached lvl 3 before Mines, I saw a lot of dwarfs too wich gave me mithril armour.
3.6.0 change
The last 2 edits changed how much XP is needed past 10. However, this change doesn't seem to be reflected in the source because newuexp seems to be completely unchanged. Am I missing something? --FIQ (talk) 15:54, 9 March 2016 (UTC)
Jump in FIQHack (and xNetHack) between 20 and 21?
There appears to be a large jump (as in more than doubling) of XP required per level between 20 and 21. Is this correct, and if so why? -Actual-nh (talk) 22:55, 28 April 2021 (UTC)
FIQHack (and thus by proxy xNetHack) uses a piecewise function and was designed to make it easier to reach XL30 naturally while not making it *too* easy (i.e. dNetHack). I didn't focus on making a pretty curve, but more on gameplay experience. So yes, it is (sort of) intentional. --FIQ (talk) 10:40, 29 April 2021 (UTC) |
# Physical size
A user has suggested improving this page or section as follows:
"There are probably more effects of size not here supplied. Further, the article could use clean-up and citations."
In NetHack, all monsters are classified in six distinct sizes: Tiny → Small → Medium → Large → Huge → Gigantic[1][2]. Each of these map to an integer used, for example, in determining how much the monster can carry: Tiny = 0; Small = 1; Medium = 2; Large = 3; Huge = 4; Gigantic = 7.[3] Some types of weapon distinguish between "small" monsters (tiny to medium) and "large" ones (large to gigantic).
Only monsters medium or smaller can wear cloaks, and only exactly medium monsters can wear shirts or armor. Size also restricts which monsters can move diagonally through a crack. Statues of tiny monsters cannot contain spellbooks; for details on the rest, see the miscellaneous items spoiler.
Huge monsters cannot be engulfed, while large ones can.
Huge monsters cannot fall through trap doors, though they can fall through holes.
Size is only one component that is checked when determining if armor and other items can be worn. For example, non-humanoids will always break or slip out of torso armor, depending on their size, and even some medium-sized humanoids will break out of armor for shape reasons. The code currently has two examples of this, the winged gargoyle and the marilith (wings and too many arms, respectively). One effect of this is that there is no armor-safe metallivore for polyself purposes.
If you are polymorphed into a monster that never leaves a corpse, its size is used to scale your carrying capacity.
Statues can only be placed in containers if the monster they depict is medium or smaller.
See also
NetHack units
Monsters (by size)
References
↑ http://www.steelypips.org/nethack/343/mon2-343.html
↑ http://www.juiblex.co.uk/nethack/VernonSpoilers/MonsterManual/contents.html
↑ monflag.h in NetHack 3.4.3, line 163
This page is a stub. Should you wish to do so, you can contribute by expanding this page.
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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. |
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# Conduct
In NetHack, conducts are various limitations that players may set on themselves to make a given game more challenging. The game keeps track of your conducts during play, and shows them at the end of a game; you may see them at any time by using the extended command #conduct. The Guidebook goes into detail on conducts in its eighth chapter.
Conducts only apply to actions taken in-game - i.e. a Priest "should" believe in a god but does not automatically lose atheist conduct, and classes that begin the game with learned spells can play illiterate.
Contents
1 Official conducts
1.1 Foodless
1.2 Vegan
1.3 Vegetarian
1.4 Atheist
1.5 Pacifist
1.6 Never hit with a wielded weapon
1.7 Illiterate
1.8 Never polymorph an object
1.9 Never change form
1.10 Genocideless
1.11 Wishless, artifact wishless
1.12 Zen
1.13 Nudist
2 Unofficial conducts
3 History
3.1 Candle considerations
4 Footnotes
Official conducts
The "official" conducts are the conducts that the game tracks.
When you start the game, the list of conducts looks as follows:
Voluntary challenges:
You have gone without food.
You have been an atheist.
You have never hit with a wielded weapon.
You have been a pacifist.
You have been illiterate.
You have never genocided any monsters.
You have never polymorphed an object.
You have never changed form.
You have used no wishes.
If you have configured your options to attempt the zen or nudist conducts, the following additional lines appear at the top of the list:
You have been blind from birth.
You have been faithfully nudist.
Certain conducts (vegan, vegetarian, and artifact wishless) must be fulfilled if you have followed other conducts (for example, being foodless implies that you have been vegetarian). The game does not show these conducts as long as you are still following the stricter version.
Foodless
Main article: Foodless
Foodless means not eating anything at all. This includes sucking brains when polymorphed into a mind flayer, or digesting monsters when polymorphed into a monster with a digest attack.
Vegan
Vegans refrain from eating anything which comes from an animal. Vegans may eat:
food rations, cram rations, K-rations, C-rations and lembas wafers
melons, oranges, carrots, pears, apples, bananas, kelp, eucalyptus, garlic, wolfsbane, and user-defined fruit
corpses and tins of any monster represented by b, j, or F
tins of spinach
The only corpses from which a vegan may gain an intrinsic resistance (% chance when eaten) are:
b gelatinous cube (fire 10%, cold 10%, shock 10%, sleep 10%)
b quivering blob (poison 33%)
j blue jelly (cold 13%, poison 13%)
F shrieker (poison 20%)
F red mold (fire 3%, poison 3%)
F brown mold (cold 3%, poison 3%)
With caution: F violet fungus (poison 20%)—but causes hallucination
With extreme caution: F yellow mold (poison 7%)—but is poisonous to eat and causes hallucination
When polymorphed into something with a digest attack, vegans may consume monsters that leave vegan corpses, as well as corpseless monsters such as ghosts and yellow lights, which are hardly even food. Additionally, polymorphed vegans may eat jewelry and other normally inedible metallic (as a metallivore) and organic (as a gelatinous cube) items, with the exception of leather items which would break both vegan and vegetarian conducts.
Vegetarian
Vegetarians may, on top of vegan foods, eat:
eggs, pancakes, fortune cookies, candy bars, royal jelly and cream pies
wax candles (but not tallow candles)
globs of gray ooze, brown pudding, and green slime (but note that green slime causes sliming)
All other comestibles break the conduct.
All of the food restriction conducts make it much harder to gain intrinsics, as the main source of intrinsics is eating corpses. When paired with other conducts such as polyselfless and/or atheist, it can make gaining some intrinsics impossible.
Atheist
Main article: Atheist
An atheist hero is not involved with religion in most ways.
Pacifist
Main article: Pacifist
A pacifist is a player who does not directly kill any monster. A pacifist may, however, use a wielded weapon if they take care not to kill the victim.
Never hit with a wielded weapon
Main article: Never hit with a wielded weapon
This is mostly self-explanatory. Throwing weapons, firing missiles and using wands is allowed. Hitting with other objects than weapons does not break this conduct. Thus you may very well use a cockatrice corpse as a weapon should you acquire one. Pick-axes, unicorn horns, and grappling hooks, however, do count as weapons, even though they are shown in the tool-category. Applying a bullwhip only breaks conduct if the target is not wielding a weapon. When trying to maintain a weaponless conduct, one should be very careful when wielding a pick-axe for digging.
Illiterate
Main article: Illiterate
Being illiterate means that you do not read or write anything - this includes scrolls, spellbooks and even fortune cookie messages and t-shirts. Using a magic marker to write a scroll or spellbook, or engraving anything but an X or x, also breaks this conduct. A scroll of mail (e.g. from users viewing your game on public servers) will warn you before you read it if the conduct is intact. Reading random engravings you may encounter on the floor does not break this conduct.
Never polymorph an object
"Polyless" conduct means never causing an object to be polymorphed via spell, wand, or potion of polymorph. Polymorphing monsters does not break this conduct. You don't need to worry about polymorphing previously carried items dropped by the monster as a result of polymorphing; they will not be polymorphed.[1] However, there may be objects on the floor below the monster which you cannot see.
This conduct is comparatively easy: 42.3% of all winning accounts on NAO have a polypile-less ascension.
Never change form
"Polyselfless" conduct means never changing into another monster, including from lycanthropy. Turning into a pile of gold/orange by eating a mimic corpse also counts as of NetHack 3.6.0 or later. Becoming a new man/woman/orc/etc does not count as changing. (In NetHack 3.4.3, eating a mimic corpse did not break this conduct.)
This conduct is easy to break inadvertently by wandering into an unknown polytrap. Nevertheless, it is relatively easy: 73.5% of all winning accounts on NAO achieve it.
Genocideless
Genocideless conduct is pretty obvious; refrain from causing genocide. Reverse genocide does not break this conduct. (You may not kill a mail daemon, either.)
Fully 33.1% of all winning accounts on NAO achieve this conduct at least once.
Wishless, artifact wishless
Main article: Wishless
Two wishing-related conducts are tracked: wishing for anything and wishing for artifacts. If you wish for, say, a silver dragon scale mail, you still have the artifact-wishless conduct. However, if you wish for any artifact, you lose both conducts, regardless of whether you actually receive the artifact.
Zen
Main article: Zen
The zen conduct is being blind throughout the entire game. It is one of the most difficult conducts, and only a handful of people are known to have ascended zen games. In order for this conduct to be tracked in your game, you must edit your configuration file to enable the blind option.
The difficulty in zen comes in that it is like a mixture of other conducts with additional twists to make it even harder. Reading is impossible (though there are ways to make scrolls readable, and the Book of the Dead can be read when blind). You cannot use altars to find the beatitude of objects because you cannot see any flash. You also do not see what your objects look like by their material or color, so all potions are only shown as "a potion", wands as "a wand" and so on.
Nudist
Nudism means not wearing any armor throughout the game. Accessories like rings, amulets, lenses and blindfolds are permitted. Beginning the game with armor will automatically break the conduct, so in order to prevent this, turn on the nudist option in your configuration file.
Some success stories: Solidsnail, Ron Copeland.
Unofficial conducts
Main article: Unofficial conduct
Unofficial conducts are conducts that are not tracked by the vanilla version of the game. They are enforced by the players themselves only.
History
The blind option and nudist option were added in NetHack 3.6.0. Prior to 3.6.0, the zen and nudist conducts were unofficial but supported by certain variants.
In NetHack 3.4.3, eating a mimic corpse did not break the "polyselfless" conduct.
Candle considerations
When playing versions prior to 3.6.0, it is theoretically possible to explore the entire dungeon, and not come across seven candles. Izchak's lighting shop is guaranteed, but it is not guaranteed to have enough of them. If you have explored all branches of the dungeon and still not enough have been generated, you will have to obtain the remainder through one of the following means:
Wishing for them: violates wishless conduct
Polymorphing tools: violates polypileless conduct
Death drops: violates pacifist conduct
In effect, a lack of candles can make a game unwinnable without violating one of these three conducts.
This problem is solved by several variants. AceHack and NetHack 4 allow for gnomes to death-drop candles even if killed using a pet (and thus, spare candles are obtainable without breaking pacifist conduct); likewise, wax golems drop candles no matter how they die, in the variants in which they exist. GruntHack guarantees at least seven candles in the lighting shop. UnNetHack includes wax golems and sometimes generates gnomes with candles in their inventory.
NetHack 3.6.0 guarantees at least 8 candles at Vlad's Tower. Gnomes have a small chance of being generated with a candle, as well.
Footnotes
↑ zap.c in NetHack 3.6.1, line 1799
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 talk:Mitlcl
Welcome!
Welcome!
Hi, Mitlcl! Welcome, and thanks for joining NetHackWiki!
The How to help and Style guide pages are excellent starting points.
Special:Recentchanges is a great first stop, because you can see what other people are editing right this minute, and where you can help.
Questions? Need help? You can ask at the Community Portal, the forum, or on the discussion page associated with each article! Just remember to sign those posts with four tildes: ~~~~. That will expand to create a signature.
You can put {{NAOplayer|NAO player account}} on your user page to link to your NAO player account. Capitalization matters.
We are really happy to have you here, and look forward to working with you!
This is an automated greeting.
-- New user message (talk) 00:35, 11 January 2017 (UTC) |
# File:Jiggling blob.png
File
File history
File usageNo higher resolution available.
Jiggling_blob.png (16 × 16 pixels, file size: 409 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
current16:16, 26 November 201016 × 16 (409 bytes)Paxedbot (talk | contribs)A 16x16 SLASH'EM monster tile. Category:16x16 tilesCategory:SLASH'EM monsters
You cannot overwrite this file.
File usage
The following page uses this file:
Amoeboid (SLASH'EM) |
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# City of Brass
The City of Brass is a special level in SpliceHack. It is one of the Elemental Planes, appearing between the Plane of Fire and Plane of Water.[1]
Contents
1 Map
2 Extraplanar merchant
3 Strategy
4 See also
5 References
Map
...---------}}}-----------------...............|.........|..........|....|.....|.......|}}}+...............|..------------.|.........|..........|....|..}..|..shop.|}}}|...............|..|....--.--.|.+...shop..|.-------..----+|.....|.......|}}}|...............|..|....|.}.|.|.|.........|.+.....|.......|.....|.......|}}.|.....shop......|..|.....}}}..|.|.........|.|.....|.......|.....----+----.}}|...............|..|....|.}.|.|.-----------.|.....|.......|...}..}........}}|...............|..|....--}--.|.............|.....|.......|...------------}}|...............|......}}}}|..|.............-------.......|.}.|..........|}}-----------------....}}}-------...........................|}}}+....shop..|}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}.|..........|}-+-------------------...}}}}}}..............}}}}}}}}}}}}}}}}}}.------------}|....|..............|......................}}}}............|.}}}}}}}}}}}}}}}|....|.....shop.....|.------------......}}}}...............|.....}}}}}}------....|..............|.|..........|.....}}}.................|.......}}}}|.........|..............|.|..........|....}.....------+----....|..-+---...}|.........---------+------.|..........-------....|.........|....|..|...|....|.........+.........|....---................|....|...shop..|....|..|...|....-----------......{..|....+..................|....|.........|---+|..|...|.......................}|....--------------------....-----------....|..-----.....................}}}|......................................|....|..
The level is a town with a river of lava, a fountain, and six shops in the positions shown above.
Scattered around the level are twenty-four fire traps, three boulders, a hostile tourist, two peaceful djinni, thirteen hostile djinni, thirten hostile efreet, a peaceful fire elemental, eight hostile fire elementals, a hostile fusion elemental, a fire vortex, a peaceful hell hound pup, three hostile phoenixes, and ten hostile salamanders.
The magic portal is somewhere on the left half of the level.[2]
Extraplanar merchant
@ Extraplanar merchant File:Extraplanar merchant.png
Difficulty
23
Attacks
Weapon 8d4, Weapon 8d4
@ Extraplanar merchant File:Extraplanar merchant.png
Difficulty
23
Attacks
Weapon 8d4, Weapon 8d4
Base level
20
Base experience
?
Speed
18
Base AC
0
Base MR
50
Alignment
0 (neutral)
Frequency (by normal means)
0 (Not randomly generated)
Genocidable
No
Weight
1450
Nutritional value
400
Size
Medium
Resistances
None
Resistances conveyed
None
An extraplanar merchant:
does not breathe.
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 pick up magical items.
can be seen through infravision.
Reference
SpliceHack 1.1.0 monst.c L3632
Shops in the City of Brass are run by extraplanar merchants.[3] They have a chance of being generated with a katana, a potion of full healing, a potion of hallucination and a wand of speed monster.[4] Compared to regular shopkeepers, extraplanar merchants have a higher level, stronger attacks, and similar behaviour.
Strategy
You may need to enter or leave a shop on this level. You could bring a mummy wrapping so that you can enter and leave even if permanently invisible. Alternatively, you can bring a pet strong enough to kill the merchants if they get in your way.
See also
SpliceHack/Special levels
References
↑ https://github.com/NullCGT/SpliceHack/blob/Spl-R-1.1.0/dat/dungeon.lua
↑ https://github.com/NullCGT/SpliceHack/blob/Spl-R-1.1.0/dat/brass.lua
↑ https://github.com/NullCGT/SpliceHack/blob/Spl-R-1.1.0/src/shknam.c#L718
↑ https://github.com/NullCGT/SpliceHack/blob/Spl-R-1.1.0/src/makemon.c#L1052 |
# Amoeboid (SLASH'EM)
SLASH'EM adds several types of amoeboid monsters.
Contents
1 Blobs
1.1 Jiggling blob
1.2 Lava blob
1.3 Static blob
1.4 Burbling blob
2 Puddings
2.1 Moldy pudding
2.2 Shoggoth
2.3 Giant shoggoth
3 Encyclopedia entry
Blobs
Jiggling blob
b jiggling blob
Difficulty
11
Attacks
Touch 2d8, Passive 2d4 acid
b jiggling blob
Difficulty
11
Attacks
Touch 2d8, Passive 2d4 acid
Base level
10
Base experience
224
Speed
6
Base AC
8
Base MR
0
Alignment
0 (neutral)
Frequency (by normal means)
1 (Very rare)
Genocidable
Yes
Weight
200
Nutritional value
100
Size
Large
Resistances
sleep, poison
Resistances conveyed
poison (67%)
A jiggling blob:
has no eyes.
has no limbs.
has no head.
is mindless.
does not eat. (*)
is neither male nor female.
is normally generated hostile.
wanders randomly.
does not appear in Gehennom.
Reference
SLASH'EM_0.0.7E7F2/monst.c#line289
The jiggling blob possesses an acidic passive attack and a standard touch attack. It is not actually acidic and therefore is safe to eat.
Lava blob
b lava blob
Difficulty
12
Attacks
Touch 4d4 fire, Passive 2d6 fire
b lava blob
Difficulty
12
Attacks
Touch 4d4 fire, Passive 2d6 fire
Base level
10
Base experience
234
Speed
6
Base AC
8
Base MR
0
Alignment
0 (neutral)
Frequency (by normal means)
1 (Very rare)
Genocidable
Yes
Weight
200
Nutritional value
100
Size
Large
Resistances
sleep, fire
Resistances conveyed
fire (67%)
A lava blob:
has no eyes.
has no limbs.
has no head.
is mindless.
does not eat. (*)
is neither male nor female.
is normally generated hostile.
wanders randomly.
Reference
SLASH'EM_0.0.7E7F2/monst.c#line297
The lava blob has a damaging fire attack and a passive fire attack. The attacks are harmless with fire resistance, and the corpse has a high chance of conveying fire resistance.
Static blob
b static blob
Difficulty
14
Attacks
Touch 3d8 shock, Passive 3d4 shock
b static blob
Difficulty
14
Attacks
Touch 3d8 shock, Passive 3d4 shock
Base level
12
Base experience
306
Speed
6
Base AC
8
Base MR
0
Alignment
0 (neutral)
Frequency (by normal means)
1 (Very rare)
Genocidable
Yes
Weight
200
Nutritional value
100
Size
Large
Resistances
sleep, poison, electricity
Resistances conveyed
poison (40%), electricity (40%)
A static blob:
has no eyes.
has no limbs.
has no head.
is mindless.
does not eat. (*)
is neither male nor female.
is normally generated hostile.
wanders randomly.
does not appear in Gehennom.
Reference
SLASH'EM_0.0.7E7F2/monst.c#line305
The static blob is similar to the lava blob, but has more damaging attacks and deals shock damage instead of fire. The corpse has a high chance of conferring poison or shock resistance.
Burbling blob
b burbling blob
Difficulty
15
Attacks
Touch 2d8, Passive 5d4 acid
b burbling blob
Difficulty
15
Attacks
Touch 2d8, Passive 5d4 acid
Base level
14
Base experience
348
Speed
6
Base AC
8
Base MR
0
Alignment
0 (neutral)
Frequency (by normal means)
1 (Very rare)
Genocidable
Yes
Weight
200
Nutritional value
100
Size
Large
Resistances
sleep, poison
Resistances conveyed
poison (93%)
A burbling blob:
has no eyes.
has no limbs.
has no head.
is mindless.
does not eat. (*)
is neither male nor female.
is normally generated hostile.
wanders randomly.
does not appear in Gehennom.
Reference
SLASH'EM_0.0.7E7F2/monst.c#line313
The burbling blob is a more powerful version of the jiggling blob, possessing a much more powerful acidic passive attack. Like the jiggling blob, the corpse is not actually acidic and is therefore safe to eat.
Puddings
Moldy pudding
P moldy pudding
Difficulty
9
Attacks
Engulfing 4d4 decays organic items
P moldy pudding
Difficulty
9
Attacks
Engulfing 4d4 decays organic items
Base level
8
Base experience
116
Speed
3
Base AC
8
Base MR
0
Alignment
0 (neutral)
Frequency (by normal means)
0 (Not randomly generated)
Genocidable
Yes
Weight
500
Nutritional value
250
Size
Medium
Resistances
death magic, cold, electricity, poison, acid, petrification
Resistances conveyed
poison (18%), cold (18%), electricity (18%), Cures stoning
A moldy pudding:
can flow under doors.
does not breathe.
has no eyes.
has no limbs.
has no head.
is mindless.
is acidic to eat.
is omnivorous.
is neither male nor female.
is normally generated hostile.
does not appear in Gehennom.
hits creatures as a +1 weapon.
Reference
SLASH'EM_0.0.7E7F2/monst.c#line2960
The moldy pudding is similar to a brown pudding or ochre jelly. It possesses an engulfing attack that will decay organic items in your inventory.
Shoggoth
See Shoggoth
Giant shoggoth
See Giant shoggoth
Encyclopedia entry
These giant amoeboid creatures look like nothing more than
puddles of slime, but they both live and move, feeding on
metal or wood as well as the occasional dungeon explorer to
supplement their diet.
But we were not on a station platform. We were on the track ahead
as the nightmare, plastic column of fetid black iridescence oozed
tightly onward through its fifteen-foot sinus, gathering unholy
speed and driving before it a spiral, re-thickening cloud of the
pallid abyss vapor. It was a terrible, indescribable thing vaster
than any subway train -- a shapeless congeries of protoplasmic
bubbles, faintly self-luminous, and with myriads of temporary eyes
forming and unforming as pustules of greenish light all over the
tunnel-filling front that bore down upon us, crushing the frantic
penguins and slithering over the glistening floor that it and its
kind had swept so evilly free of all litter.
[ At the Mountains of Madness, by H.P. Lovecraft ]
This page is a stub. Should you wish to do so, you can contribute by expanding this page. |
# Bones
A bones level is a level that is saved when you die, which may be reloaded into some future game. Such levels are also known as bones files or simply bones.
The game will store no more than one bones file per dungeon level. When a player enters a level for the first time and a bones file exists for that level, it will only be loaded as a bones level 1⁄3 of the time;[1] otherwise, it will generate the usual level and the bones file will remain untouched.
Bones levels can be a double-edged sword: the bones pile they contain will have all the dead adventurer's possessions, but if they were killed by a monster it will still be present. If a second adventurer is killed in a bones level, the level may then again be saved as bones, creating a double bones; in some cases, a triple or even a quadruple bones is possible.
As of NetHack 3.6.1, some traps in the earlier dungeon levels may be generated with a pre-aged corpse and a few cursed items on top of them; these are designed to simulate the "bones" of the trap's unfortunate victims. This does not occur with entirely non-lethal traps such as squeaky boards.
Contents
1 Creation
2 Clues
3 Strategy
4 Forensics
4.1 Item identification
4.1.1 Identification via the class of the deceased
5 Substitutions
6 Ethics
7 Bones files locations
8 Wizard mode
9 Variants
9.1 dNethack
9.2 FIQHack
10 References
11 See also
Creation
If you die in an eligible level, the chance of leaving bones is:
[2]
This means that the chance of leaving bones at DL 1–3 is 0%, DL 4–7 is 50%, DL 8–11 is 67%, DL 12–15 is 75%, DL 16–19 is 80%, etc.
Ineligible levels for leaving bones include the following:[3]
The first three levels of the dungeon, as shown above
The first level of the Gnomish Mines, if it is at DL 3. (However, you can still load bones anywhere in the mines.)
Mines' End
Sokoban
The Quest Home and Quest Goal levels
Fort Ludios
Medusa's Island
The Castle
Vlad's Tower, top and bottom (but the middle level is eligible)
The Wizard's Tower, top and bottom (but the middle level is eligible)
Fake Wizard's Tower, with portal
The level containing the vibrating square
Moloch's Sanctum
The Elemental Planes
The Astral Plane
Any level with a portal (to the quest, Fort Ludios, or the Wizard's Tower)
Any level with stairs leading to multiple different branches
Bones files in eligible special levels, such as Minetown, may be loaded as bones at a different level than they were saved at, sometimes breaking other ad-hoc rules like 'no polymorph traps above dungeon level 8'.
Clues
Some things that may indicate that a level is a bones level:
An abnormally large concentration of different monsters.
Wounded monsters (can be identified with a stethoscope, but note that ordinary traps can also wound monsters).
Broken doors (can be identified with far look).
Unusual holes in walls (but they may also be created by a tunneling monster, especially if there are tunnels containing rocks nearby).
Empty or partly empty throne rooms, zoos, leprechaun halls, or other special rooms.
Engraved messages other than those randomly placed by NetHack.
Few to no items lying on the floor.
Suspicious or unusual items around the level. For example, disarmed bear traps are never generated randomly.
Containers with contents unlike those randomly generated, such as weapons and armor.
Piles of items related to specific monsters. A collection of quarterstaffs or leather armors, or even a noticeable number of elven, dwarvish, or orcish items can indicate that some combat has occurred on the level before you arrived.
A ghost, in a room other than a graveyard. Note that bones ghosts will always be named after the dead player, and a ghost with one of the random names does not indicate bones. Also, a few special levels generate one random ghost when they are created; this also does not indicate bones.
A named mummy, wraith, vampire, or green slime.
Named monsters.
Monsters which should not be generated for this particular level or at your current difficulty (for example, an archon on DL4).
Presence of corpses, which are never randomly generated, except in the Valley of the Dead, Orcish Town, and on top of traps in the first four levels of the Dungeons of Doom or behind iron bars. (Corpses might also be caused by random monsters dying to traps.)
Presence of fruit (slime mold) with a different name from the one you set. This is a dead giveaway.
Strategy
A bones level will contain some remnant of the player whose bones are laying about. Typically this is a ghost bearing the name of the player, which will be sleeping over the bones pile unless something woke it up.
Depending on what the player was killed by, a monster other than the ghost will appear:
If the player was killed by any V (vampire, vampire lord, or Vlad), a named (regular) vampire replaces the ghost.
If the player was killed by any W (wraith, barrow wight, or Nazgul), a named wraith replaces the ghost.
If the player was killed by a ghoul, the ghost is replaced with a ghoul.
If the player was killed by a mummy, the ghost is replaced with the appropriate mummy (human mummy, elf mummy, etc.)
If the player was killed or petrified by a footrice, there is a statue of the player instead, even if the player did not die by stoning.
Killing or luring the ghost or monster away gives you access to the bones pile, which contains the entire inventory of the player when they died. Every item in the bones pile has an 80% chance of being cursed outright, and a 20% chance of retaining its original BUC. It is thus usually a bad idea to quaff, read, wield, or wear anything from a bones pile until it has been properly BUC identified. Turning off autopickup temporarily before you step onto the bones pile is a good idea, so you can look through the items at your leisure and don't accidentally encumber yourself by picking up many items at once.
If there is a bag in the bones pile, it may be a bag of holding (unless the adventurer appears to be an early Rogue or Archeologist, in which case it's probably just a sack). Since the bag may be cursed, it might not be wise to loot it on the spot and risk destroying its contents. Try to lift it; if you find it very difficult or impossible, it is likely a cursed bag of holding. If you can get it into your inventory, you can treat it with a scroll of remove curse or dip it in a potion of holy water. If not, you can zap a wand of cancellation at it on the floor to uncurse it. As a last resort, you can tip it.
Beware! The original killer is still lurking about the level, probably not too far from the site of the bones. If you discover a bones pile with very advanced items, be very careful about running into whatever managed to kill your predecessor! A headstone generates under the bones pile; this means that you can't engrave Elbereth on that square to keep monsters from attacking you while you sort through it. If you need to fight, step into another square. Alternatively, stand on top of a scroll of scare monster. (There might even be one in the bones pile already.)
On the other hand, you want to get at any wands of fire or lightning the player may have been carrying before monsters can use them against you. Luckily, the ghost on top is generated asleep and will prevent other monsters from moving onto the pile until you wake it up.
Forensics
Item identification
Objects that the deceased player has #named will be reset to whatever description that object has in the current player's game. In other words, if the deceased had a yellow potion named "this burns when thrown" (meaning it was acid), but acid in the current player's game is a purple potion, the potion will show up as purple, without a name. The exception to this rule is fruit, which retains its name in bones piles. Thus, naming your fruit "Look out for the master mind flayer!" is a clever dying action to inform the next player about your demise. Engraving is a more restrictive method of issuing such warnings, as you can only engrave a maximum of eight characters per turn, which limits your final vocabulary to phrases like "purple h", "GWTWOD", or "Archon".
Assuming that the game is being played on a public server that provides dumplogs, the less scrupulous may look up the dumplog to see what items were carried. As these logs include an ASCII image of the game map at time of death, determining which of the logs belongs to the body you found is simple. This is probably cheating, though, and some players frown upon it.
Identification via the class of the deceased
When encountering a bones level, it can be advantageous to know some details of the deceased, or at least his or her class. For example, if you find a grave with a quarterstaff, a randomly named cloak, two spellbooks, and a magic marker, you can be fairly certain the corpse is that of an early wizard, from which you can deduce that the cloak is a cloak of magic resistance. This method comes with no guarantees, but the more "indicator items" you find, the more certain you can be.
Class
is indicated by
Archeologist
bullwhip, fedora, tinning kit
Barbarian
two-handed sword, battle-axe
Caveman
large number of rocks and/or flint stones
Healer
scalpel, stethoscope
Knight
lance, many apples and carrots, saddle (possibly on a horse)
Monk
many apples and oranges, a robe
Priest
4 potions of water, both of: mace and robe
Ranger
two large stacks of arrows
Rogue
large stack of daggers, sack, lock pick
Samurai
large stack of ya (bamboo arrows), katana and short sword
Tourist
Hawaiian shirt, expensive camera, credit card, stack of 4 scrolls
Valkyrie
long sword, small shield, dagger
Wizard
quarterstaff, randomly named cloak, two spellbooks, two rings, a few scrolls and potions, one wand
Rogues and Valkyries are hard to identify, since they both start with items common to other classes, or commonly generated. A +3 small shield almost certainly used to belong to a Valkyrie, but to determine the enchantment, you need to either identify or try on the shield.
Substitutions
The following items will be substituted upon a save:
Died with
Saved with
Amulet of Yendor
cursed cheap plastic imitation of the Amulet of Yendor
Candelabrum of Invocation
cursed, used, unlit wax candle
Bell of Opening
cursed bell
Book of the Dead
cursed spellbook of blank paper
Upon loading, the following artifacts are changed to their base type:
Your quest artifact
Any artifact that was already created in your game
Note that the alignment of any quest artifact is not affected by the alignment of the deceased: if the Mitre of Holiness is found in bones, you will be unable to grasp it unless you are lawful, even if it was retrieved from Nalzok by a chaotic priest.
Additionally, certain monsters will never be saved in bones:[4]
Medusa
the Wizard of Yendor
Vlad the Impaler
your quest nemesis
your quest leader
Their statues and corpses are unaffected (bug C342-54), but upon revival, will turn into doppelgangers.[5]
Tame monsters will turn hostile.[6]
Ethics
Using bones items in a normal game is perfectly fine. Bones can often make a difficult game much easier by providing items that the current player has not "earned" yet. If you are going for some record, especially a speed run, the ascension is likely more impressive if not using bones items at all.
From a game design point of view, bones are potentially unbalancing, and a few players object to using bones items for this reason. Finding one's own bones is an even more difficult position. Luckily on a public server there are enough players that this is unlikely to happen too frequently.
If the deceased player's dumplog is available, it can be used to identify items in the bones pile. This could be considered cheating. Many players do it, but endless debates rage on RGRN about the value of such wins. Please disclose dumplog usage.
Bones files locations
On the Windows port, the data for a bones file is stored in the playground directory. As the filename contains clues to where the player died, it is trivial to identify potential bones levels. The file is created when a player dies on a bones-capable level and is deleted when a bones level is reached and incorporated in to an active game. If the player later dies on a bones-capable level, the file may be re-created with the appropriate filename.
Thus, if the player observes the files within the playground, they can notice when a suitable level is coming up, and notice if the file is deleted, and thus know that they are on a bones level.
The file naming format that is used is "bon
<branch><role>.<level>", for example "bonM0.T" is the bones file for Minetown.
Within the filename, <branch> is one of:
D – Dungeons of Doom
M – Gnomish Mines
G – Gehennom
T – Vlad's Tower
Q – Quest
And <role>:
Is normally "0", if part of the normal dungeon
Changes to "Bar" for Barbarian, "Wiz" for Wizard etc - specific branches for quests. In SLASH'EM, can also be "Law", "Neu" and "Cha" for the alignment quests.[7]
And <level> is one of:
Numbers 1 through 53 – ordinary levels eligible for leaving bones (this number is offset from the first of the branch appropriate—e.g. if the bones are on the second level of the mines, the filename would be "bonM0.2")
O – Oracle (if <branch> is "D", as the Oracle can only be in the Dungeons of Doom and Orcus Town shares "O")
T – Minetown
R – Rogue level
V – Valley of the Dead
A – Asmodeus' Lair
B – Baalzebub's Lair
J – Juiblex's Swamp
O – Orcus Town (if <branch> is "G", as Orcus Town can only be in Gehennom and the Oracle shares "O")
X – Wizard's Tower
N – Nymph level (exists in SLASH'EM and UnNetHack)
The file is not designed to be human-readable. The characters corresponding to each level and branch are defined in dungeon.def.
Wizard mode
In wizard mode, you will be prompted when you reach a bones level with the message "Get bones? [yn] (n)", allowing you to selectively retrieve the bones file for that level. You'll also get the prompt "Unlink bones? [yn] (n)". Selecting y removes that bones file from the possible set of bones files for normal games.
When you die on a bones-suitable level, you will be presented with the opportunity to "Save bones? [yn] (n)", again allowing you to selectively save bones files. If there was already a bones file for that level (i.e. you said no to getting bones when entering a level) you will also be prompted with "Bones file already exists. Replace? [yn] (n)", allowing you to selectively overwrite the bones file for that level.
Variants
dNethack
In addition to the above monsters, dreadblossom swarms and shades leave a monster of the same type instead of a ghost if a bones file is created from them killing the player. Dread Seraphs leave skeletons, and gnoll ghouls will leave regular ghouls. Binders will always leave broken shadows (a weaker version of a shade) instead of ghosts in a bones file.
Note that Mammon does not currently leave a golden statue in a bones file.
FIQHack
Bones in FIQHack are more dangerous than in vanilla: the ghost will have the same intrinsics as the deceased character, and there is also a 33% chance that the ghost will be replaced with a player monster that has the same inventory, spells, and intrinsics as the dead character.
A user has suggested improving this page or section as follows:
"Add information about changes introduced in variants (for example UnNetHack)"
References
↑ bones.c in NetHack 3.4.3, line 385: "only once in three times do we find bones"
↑ src/bones.c in NetHack 3.6.6, line 344
↑ no_bones_level in bones.c
↑ bones.c in NetHack 3.4.3, line 226
↑ commit fixing unique monster bones revival
↑ bones.c in NetHack 3.4.3, line 299
↑ files.c in NetHack 3.4.3, line 617
See also
Hearse
Ghost
Options § bones
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.
</branch></branch></level></role></branch></level></role></branch> |
# Hardfought
Hardfought is a NetHack community with its own servers, similar to NAO. Hardfought currently hosts three servers - United States (east coast, same locale as NAO server), London, UK and Sydney, AU and currently has the most diverse set of NetHack variants of any public server. Notably, all variants in the Junethack tournament are represented there, save one (DNHSlex).
Hardfought has its own IRC channel on Libera, #hardfought. This is also linked with the #nethack-hardfought channel on the roguelikes Discord. The Beholder bot announces important events, deaths, and ascensions, and Pinobot can be used to find information on enemies across NetHack variants.
Like NAO, Hardfought has a config file editor on its website that allows you to copy and paste config files.
Variants hosted
NetHack 3.4.3, HDF version - github repository
NetHack 3.7.0, HDF version, bleeding edge development version with public server based enhancements - github repository
NetHack 1.3d
GruntHack, with bug fixes and UI enhancements
UnNetHack
FIQhack
NetHack Fourk
dNetHack
NetHack 4
DynaHack
SporkHack, with bug fixes and UI enhancements
GnollHack
xNetHack, 3.7 based variant
SpliceHack, 3.7 based variant
Slash'EM, version 0.0.8E0F2, very recent updates as of May 2021 (bug fixes and some quality of life enhancements) - github repository
SlashTHEM
notdNetHack
EvilHack, 3.6.7 based variant
Hack'EM, 3.6.7 based variant
ZapM, not strictly a NetHack variant
How to play on Hardfought
To play on Hardfought, ssh to the server closest to your location. You can also play in your browser using one of the web client links below.
ssh nethack@hardfought.org (United States, East Coast)
ssh nethack@eu.hardfought.org (Europe)
ssh nethack@au.hardfought.org (Australia)
https://www.hardfought.org/nethack/hterm/ (Web client, all server locations)
A note on connecting - as of Oct 12th 2018, you can connect to all Hardfought servers via IPv6 (ssh, https). |
# Talk:NetHack 1.3d
The early Devs seem to have briefly flirted with the idea of calling the game NetQuest if QUEST is defined [1]. This code appears from 1.3d to 2.3e. Does anyone know more about this? --Jayt 00:02, 15 September 2006 (UTC)
Kernigh writes: I am almost certain that this is a reference to game called "Quest". Now in late 2005 or early 2006, while browsing my own copy of the source code to OpenBSD 3.8, I came across the /usr/src/games/hack directory containing Hack 1.0.3 as shipped with OpenBSD. (You can browse it in OpenBSD CVS.) In the README is written, "(For a game with the same structure but entirely different display - a real cave instead of dull rectangles - try Quest)." Then I noticed a file called "Makequest". It seemed to me that the intent of this file, along with several #ifdef QUEST ... #endif clauses in the source code, was to produce a variant of the Hack game called Quest! Then did I postulate that Quest was the ancestor of the Gnomish Mines (not the modern Quest), but I have never tested that theory, nor have I attempted to build Quest (for OpenBSD builds only Hack), plus I knew not why OpenBSD apparently included a Quest patch in Hack, nor even if I have all of the Quest source or not.
Sometime in or after July of 2006, when Ray Chason added articles like Hack 1.0.2 and Hack 1.0.3 to NetHackWiki, then I became interested again in Hack. By way of Andries Brouwer's Hack page did I learn that Quest used a separate level generator called quest.mklev.c. (But my copy of Hack 1.0.3 has no file of that name.) I also peeked at the original sources, because OpenBSD (which imported the sources from NetBSD) had made maintainence changes to Hack as recently as 2003. Hack 1.0.3 was only an ed script against Hack 1.0.2, but I was surprised to see #ifdef QUEST ... #endif clauses in the old copies of Hack 1.0.2 that I saw.
I knew nothing about "NetQuest" before Jayt just now uncovered it. However, if old copies of Hack 1.0.2 included Quest, then Mike Stephenson et. al. might have inherited it when creating NetHack. As Hack became NetHack, so Quest would become NetQuest. Then I have to wonder if there are actually other #ifdef QUEST ... #endif clauses in early NetHack, or if the remnant that Jayt now found is the only such clause. --Kernigh 02:45, 15 September 2006 (UTC)
All versions of early Hack and NetHack are riddled with #ifdef QUEST ... #endif clauses. For example, Hack 1.0/hack.vault.c#line4 defines out the entire file if QUEST is not defined. I can't see a common theme to the code within the ifdefs. --Jayt 10:18, 15 September 2006 (UTC)
According to Andries Brouwer's Hack page that Kernigh references, the game Quest was never released in complete form; the file quest.mklev.c was accidentally lost. No copy of this file is known to survive. As for old copies, I've tried to link to the oldest I could find. No trace of quest.mklev.c is present in any archive I've found.
Consider also this post from Dr. Brouwer in 1985, saying that Quest had not been distributed.
It's possible that the Gnomish Mines were inspired by a stray copy of Quest, or at least the idea of Quest as having caves; but beyond that, it's not evident that there's a link. The references to Quest disappear after 2.3e, and the Mines don't appear until 3.1.0. -- Ray Chason 04:35, 16 September 2006 (UTC)
Source code references
↑ unixmain.c in NetHack 1.3d, line 9 |
# User talk:Ozymandias
Welcome!
Welcome!
Hi, Ozymandias! Welcome, and thanks for joining NetHackWiki!
The How to help and Style guide pages are excellent starting points.
Special:Recentchanges is a great first stop, because you can see what other people are editing right this minute, and where you can help.
Questions? Need help? You can ask at the Community Portal, the forum, or on the discussion page associated with each article! Just remember to sign those posts with four tildes: ~~~~. That will expand to create a signature.
You can put {{NAOplayer|NAO player account}} on your user page to link to your NAO player account. Capitalization matters.
We are really happy to have you here, and look forward to working with you!
This is an automated greeting.
-- New user message (talk) 23:14, 19 July 2013 (UTC)
Welcome, and some advice
Hi, and welcome to NetHackWiki! I noticed you created a new page. Some advice on that:
You might want to specify where the monster actually appears. "on some SLASH'EM public servers" isn't really saying very much.
You might want to include some information on the monster. Take a look at Template:Monster; if there is something you're unsure about, feel free to ask.
Consider putting the article into an appropriate category.
Please don't sign your edits to articles. Your posts to talk/discussion pages (including the forum) are written by you, but articles are written by everyone and there's already the page history if you want to find out who is responsible for a specific change.
Thanks, and happy editing! —bcode talk | mail 20:50, 21 July 2013 (UTC)
Attribution and page formatting
Your latest page, Leaked development version, is formatted quite badly, and very hard to read.
If you're trying to write a list on a page, put an asterisk at the start of every line, so that it wraps properly.
Like this.
Edit this section to see what I mean.
Also, any content from NetHack, such as changelogs, needs proper attribution. This is normally done by writing {{NGPL}} at the bottom of the page. Ais523 (talk) 20:53, 13 February 2015 (UTC) |
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Object properties (3 changes | history)
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EvilHack (3 changes | history)
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19 July 2023
20:21 Hack'EM (diff | hist) . . (+92) . . Ardub23 (talk | contribs) (Fixed changelog link, and commented out Grandmaster's Robe as it's not yet implemented)
18 July 2023
m 04:53 EvilHack (diff | hist) . . (0) . . K2 (talk | contribs) (build date) |
# File:Nightmare (dnethack).png
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Nightmare_(dnethack).png (16 × 16 pixels, file size: 367 bytes, MIME type: image/png)
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# User talk:Grg-n-Sox
Welcome!
Welcome!
Hi! Welcome, and thanks for contributing to NetHackWiki!
The How to help and Style guide pages are excellent starting points.
Recent changes is a great first stop, because you can see what other people are editing right this minute, and where you can help.
Questions? Need help? You can ask on Help Desk forum, on my talk page, at the Community Portal or on the talk page associated with each article! Just remember to sign those posts with four tildes: ~~~~. That will expand to create a signature.
I'm really happy to have you here, and look forward to working with you! -- Tjr (Talk) 22:37, May 26, 2010
Note: This is an automatic greeting. |
# User:DrakeKobra
File:Placeholder 300px
About me
This is your user page. Please edit this page to tell the community about yourself!
My favorite pages
Add links to your favorite pages on the wiki here!
Favorite page #2
Favorite page #3 |
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# File:Lethe elemental.png
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# Attack wand
A general name for the types of wand which deal damage directly (often duplicating the effect of a spell of the Attack school): wand of fire, wand of cold, wand of lightning, wand of magic missile, and wand of striking. Most of these types of wands also have uses in NetHack unrelated to their uses in attacking opponents directly. However, they all share that purpose and work much the same way when used for that purpose, and so are often grouped together in strategy advice. The fire horn and frost horn, while not being wands, also have similar uses to attack wands, and can be substituted for them in strategies that require them.
If monsters resist the attack, the damage is cut in half.
Intelligent monsters will use these wands on you.
This page is a stub. Should you wish to do so, you can contribute by expanding this page.
This page may need to be updated for the current version of NetHack.
It may contain text specific to NetHack 3.4.3. Information on this page may be out of date.
Editors: After reviewing this page and making necessary edits, please change the {{nethack-343}} tag to the current version's tag or {{noversion}} as appropriate. |
# File:Leocrotta.png
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A 16x16 vanilla NetHack tile of the monster 'leocrotta'.
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current09:00, 1 August 200616 × 16 (230 bytes)BotFenix (talk | contribs)A 16x16 vanilla NetHack tile of the monster 'leocrotta'. Category:16x16 tiles
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Leocrotta
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 |
# Unicorn
uuu unicorn
Difficulty
6
Attacks
Headbutt 1d12Kick 1d6
uuu unicorn
Difficulty
6
Attacks
Headbutt 1d12Kick 1d6
Base level
4
Base experience
51
Speed
24
Base AC
2
Base MR
70
Alignment
7 (lawful) (white)0 (neutral) (gray)−7 (chaotic) (black)
Frequency (by normal means)
2 (Quite rare) (white)1 (Very rare) (gray) 1 (Very rare) (black)
Genocidable
Yes
Weight
1300
Nutritional value
300
Size
Large
Resistances
Poison
Resistances conveyed
Poison (27%)
A unicorn:
has no hands.
is herbivorous.
wanders randomly.
is strong.
likes gems.
can be seen through infravision.
Reference
monst.c#line892
The unicorn is a type of monster that appears in NetHack.
There are three types of unicorns: white, gray, and black, which correspond to lawful, neutral, and chaotic alignments respectively. Directly killing a unicorn of your own alignment always carries a −5 Luck penalty; eating a unicorn corpse is safe regardless of alignment, and has a 27% chance of giving poison resistance.
Contents
1 Generation
2 Strategy
2.1 Combat
2.2 Unicorn horns
2.3 Sacrificing unicorns
2.4 Unicorns and gems
3 Messages
4 Origin
5 Encyclopedia entry
6 References
Generation
Unicorns tend to appear somewhat early in the dungeon, starting around DL 7 or so. Normally generated unicorns matching your alignment will be peaceful;[1] all others will be hostile. Unicorns in bones files or created by polymorph traps may be exceptions to this rule. White unicorns are generated slightly more frequently than the other types; this is to compensate for Gehennom preventing the random generation of lawful monsters.
A unicorn is guaranteed to leave a corpse behind unless killed in a way that destroys it (e.g., disintegration or digestion); it will also leave a unicorn horn with its corpse, unless it has been revived or is a polymorphed monster from a polymorph trap, in which case it has only a 50% chance of leaving one.[2]
Strategy
Unicorns are extremely fast and can easily outpace even players with very fast speed. A unicorn that can see the player will attempt to avoid being "lined up" by the player (orthogonally or diagonally) even if they are hostile.[3][4][5] If a unicorn has no available neighboring square where it would not be lined up, it has a 50% chance of teleporting away each time it tries to move.[6] Attempting to move into melee range of a non-peaceful unicorn will usually cause it to attack you before leaping or teleporting away to an applicable square.
Unicorns do surprising amounts of damage, getting in multiple kicks and butts per turn. However, because they will not intentionally move into melee range, it is usually not difficult to avoid combat with them. This does not apply to pet unicorns that attack monsters, which occurs normally as with any other pet.
Combat
In the beginning of the game, when you typically are weak and most need the horn, the most sound strategy for fighting unicorn is to let a pet take it out; this naturally also avoids any Luck penalties for killing a co-aligned unicorn, though the pet may still be killed if the unicorn lands enough counterattacks.
In addition to pets, more combat-capable characters can lead them into hallways and attack with projectiles from a safe distance; rays which bounce from walls are also viable, and a boomerang can be handy in this situation as well. Savvy players can trap it using a pit or a beartrap, though it will only work once per trap; characters at Skilled or better in polearms or lance can pound the unicorn while it is a knight's move away with no fear of counterattacks. Players with very fast speed will have occasional chances to attack with ranged weapons or else close in to attempt direct combat, and a well-armored and prepared very fast player can defeat them fairly easily.
A good way of closing in on a unicorn is to use invisibility: unicorns cannot see invisible, making for a much easier time lining them up to throw weapons or gems at them. However, invisibility can backfire for a weak character - a hostile unicorn that can't see you will not know to stay a knight's move away, resulting in a potential skewering if it closes in. Due to a bug, unicorns are not fooled by displacement while moving to avoid you - once within melee range, however, hostile unicorns will attack as normal and possibly target your displaced image instead of you.[7]
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 aforementioned bug is now fixed, and unicorns try to avoid being lined up with where they perceive you to be, even if you are displaced. (commit)
Unicorn horns
Main article: Unicorn horn
Applying a unicorn horn has a chance of curing blindness, hallucination, confusion, and stunning status effects, making a unicorn horn an essential item for all adventurers - see its article for more details.
Unicorns can use their own horn to cure themselves of these effects, producing the message "The tip of the
<color> unicorn's horn glows!" A player polymorphed into a unicorn can use the #monster extended command to do the same, acting as a uncursed unicorn horn would.
Sacrificing unicorns
Main article: Sacrifice#Sacrificing unicorns
Sacrificing a unicorn at an altar is a special case: sacrificing cross-aligned unicorns on your god's altar can reap alignment and Luck benefits, you should sacrifice on your own altar a unicorn of a different alignment. If the corpse, the altar, and you are three different alignments, it is just a regular sacrifice. However, sacrificing coaligned unicorns - or sacrificing any unicorn on an altar of its own alignment - will cause bad things to happen. See the article on sacrifices for more details.
Unicorns and gems
Throwing any gem to any hostile unicorn will make it peaceful. A tamed unicorn will catch and immediately drop gems thrown at it, without any effect on Luck or identification. Unicorns also pick up any gems and stones they come across, worthless or not.
If the gem is worthless glass, a rock, or a gray stone, it will not affect your Luck, and the unicorn will either "graciously" accept it or be "not interested in your junk". If it is valuable, a co-aligned unicorn "gratefully" keeps the gem and improves your Luck, depending on the identification status of the gem: +5 points if the gem is formally identified, +2 points if type-named, and +1 point if completely unknown.[8]
Coaligned unicorns are great for improving Luck and sorting out worthless glass. The game does not check what the gem is named, or what its type is called, as long as one of them is defined - ideally, you should type-name all gems before throwing them at coaligned unicorns. It is easiest to increase Luck this way in a no-teleport level, e.g. Sokoban, in order to prevent them teleporting away after each catch. If you are sure you will not need the unicorn again after, you may want to encourage a pet to kill it so you can recover your gems without any Luck penalty.
A cross-aligned unicorn will "hesitatingly" accept a valuable gem, and your Luck may increase or decrease by one point if the gem is not formally identified, and by up to three points if it is. It is not generally a good idea to throw gems at cross-aligned unicorns unless you're pretty sure they're glass.
Messages
The <color> unicorn's recently regrown horn crumbles to dust.
A revived unicorn died, but did not drop a unicorn horn.
The tip of the <color> unicorn's horn glows!
A unicorn cured a status problem using its horn.
The <color> unicorn catches and drops the <gem>.
You threw a gem at a tame unicorn.
The <color> unicorn is not interested in your junk.
You threw a formally identified or type-named piece of worthless glass, a rock, or a gray stone at a unicorn.
The <color> unicorn hesitatingly accepts your gift.
You threw a valuable gem at a cross-aligned unicorn, and your Luck may have gone up or down.
The <color> unicorn graciously accepts your gift.
You threw an unidentified piece of worthless glass or a gray stone at a unicorn.
The <color> unicorn gratefully accepts your gift.
You threw a valuable gem at a coaligned unicorn, and your Luck increased by 1, 2, or 5.
The <color> unicorn catches the <color> gem.
You threw a (valuable or worthless) gem at a unicorn while blind.
Origin
Wikipedia has an article about:
Unicorn
Wikipedia has an article about:
List of unicorns
The unicorn is a creature that features prominently in European-styled fairy tales, though it is much older and appears in many other folklores, being depicted as far back as the Indus Valley Civilization in ancient seals, and has been mentioned by the ancient Greeks in accounts of natural history by various writers such as Strabo, Pliny the Younger, and Aelian. In the Middle Ages, depictions of a unicorn trapped by a maiden were an elaborate allegory for the Incarnation of Christ (with the maiden representing the virgin Mary); this likely gave rise to the recurring motif of unicorns appearing to and/or being tameable only by a fair, virgin maiden. Naturally, unicorns are one of many folkloric creatures included in Dungeons & Dragons.
The unicorn is commonly depicted as an equine beast with a single large, pointed, spiraling horn projecting from its forehead; it is quadrupedal and almost always equine or caprine in appearance, with white or light-colored hair. Unicorns are generally nearly impossible to catch, and are fittingly sought after for their various magical properties, such as those inherent to its horn; modern fiction often extends those properties to its other features, such as its hair or blood. "Unicorn" is used as a colloquial term that refers to someone or something that is rare and hard to find.
The Chinese qilin (Chinese: 麒麟), is sometimes called "the Chinese unicorn", and is described as a hybrid animal with the body of a deer, the head of a lion, green scales and a long forwardly-curved horn. The Japanese ki-rin is based on the qilin, but more closely resembles the Western unicorn.
Encyclopedia entry
Men have always sought the elusive unicorn, for the single twisted horn which projected from its forehead was thought to be a powerful talisman. It was said that the unicorn had simply to dip the tip of its horn in a muddy pool for the water to become pure. Men also believed that to drink from this horn was a protection against all sickness, and that if the horn was ground to a powder it would act as an antidote to all poisons. Less than 200 years ago in France, the horn of a unicorn was used in a ceremony to test the royal food for poison.
Although only the size of a small horse, the unicorn is a very fierce beast, capable of killing an elephant with a single thrust from its horn. Its fleetness of foot also makes this solitary creature difficult to capture. However, it can be tamed and captured by a maiden. Made gentle by the sight of a virgin, the unicorn can be lured to lay its head in her lap, and in this docile mood, the maiden may secure it with a golden rope.
[ Mythical Beasts, by Deirdre Headon (The Leprechaun Library) ]
Martin took a small sip of beer. "Almost ready," he said.
"You hold your beer awfully well."
Tlingel laughed. "A unicorn's horn is a detoxicant. Its possession is a universal remedy. I wait until I reach the warm glow stage, then I use my horn to burn off any excess and keep me right there."
[ Unicorn Variations, by Roger Zelazny ]
References
↑ src/makemon.c in NetHack 3.6.6, line 1271
↑ src/mon.c in NetHack 3.6.6, line 332
↑ src/monmove.c in NetHack 3.6.6, line 1089: Unicorns have NOTONL flag set on teleportable levels
↑ src/monmove.c in NetHack 3.6.6, line 1125: Non-teleportable levels are handled specially, but unicorns still attempt avoidance if possible
↑ src/mon.c in NetHack 3.6.6, line 1492: Implementation of NOTONL flag behavior in mfndpos()
↑ src/monmove.c in NetHack 3.6.6, line 1251
↑ Issue #564: Unicorns ignore player's displacement when avoiding the player
↑ src/dothrow.c in NetHack 3.6.6, line 1801: function gem_accept()
</color></color></color></color></color></color></gem></color></color></color></color> |
# File:Giant rat.png
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Giant_rat.png (16 × 16 pixels, file size: 218 bytes, MIME type: image/png)
A 16x16 vanilla NetHack tile of the monster 'giant rat'.
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current09:02, 1 August 200616 × 16 (218 bytes)BotFenix (talk | contribs)A 16x16 vanilla NetHack tile of the monster 'giant rat'. Category:16x16 tiles
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Domestic animal
List of vanilla NetHack tiles
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Rat
User:EasterlyIrk/Scratchpad |
# Forum:How do I run the graphical interface for NetHack4 on linux?
< Forum:Watercooler
Title is self explanatory, new to nethack.--Crimson2877 (talk) 04:49, 15 November 2014 (UTC)
Much depends on your distribution. For Debian and its derivatives (Ubuntu, Mint, Knoppix and many others), you need the nethack-x11 package. Then set OPTIONS=windowtype:X11 in your ~/.nethackrc.
See also the X11 article.
There is also a Qt interface, but Debian no longer supports it, because Debian no longer includes Qt version 3.--Ray Chason (talk) 23:53, 16 November 2014 (UTC)
I think you're confusing the vanilla NetHack (3.4.3, etc.) with NetHack 4 there. (And the graphical interfaces for vanilla NetHack on Linux suck; the Windows one is much better). Ais523 (talk)
Here's how you build NetHack 4 on Linux:
Install the relevant development tools and dependencies. On Debian derivatives (Ubuntu, Linux Mint, etc.), you can do this with the command sudo apt-get install build-essential bison flex libz-dev libsdl2-dev libpng-dev. Other distributions will have a similar command, but the details will be different.
Download the NetHack 4 source. This link will give you the latest development version, which might or might not be broken in various ways. (Once we iron out all the bugs, I'll have a binary package available for download, so that these steps will be unnecessary.)
Extract the archive to a new directory (from the command line, this is tar xvf path-to-file.tar.gz`; you can also typically do it using an "Extract All" command or the like via the GUI).
In the command line, switch to that directory (cd path/to/directory) then type: mkdir build; cd build; ../aimake -i ~/nethack4 ..
After about 10 minutes processing, the build process should install NetHack 4 in the nethack4 subdirectory of your home directory. The graphical version is called nethack4-sdl.Once I've got the latest round of bugs ironed out, there'll be a link you can click on and have all this done automatically, but for the time being, you'll have to do it the long way round. Ais523 (talk) |
# DevTeam
A user has suggested improving this page or section as follows:
"Some devs "sign" their code comments with various shorthands. Maybe we could find and set these in connection with the corresponding developers?"
The DevTeam is the group of people who develop vanilla NetHack. They have their own mailing lists, and you can reach them by emailing devteam@nethack.org. The core devteam is responsible for NetHack proper, and there are several other people maintaining the different window ports.
Members
Core devteam
Michael Allison
Ken Arromdee (1988-1994, 1995-2000)
David Cohrs
Jessie Collet
Kevin Hugo
Ken Lorber
Dean Luick
Pat Rankin
Mike Stephenson
Janet Walz
Paul Winner
Warwick Allison
Sean Hunt
Derek S. Ray
Pasi Kallinen
Alex Smith
Patric Mueller
Window Port Maintainers
Pat Rankin (VMS)
Michael Allison (MS-DOS, Windows)
Dean Luick (Mac)
Mark Modrall (Mac)
Kevin Hugo (Mac)
David Cohrs (Windows)
Alex Kompel (Windows)
Dion Nicolaas (Windows)
Yitzhak Sapir (Windows)
Ron Van Iwaarden (OS/2)
Janne Salmijärvi (Amiga)
Teemu Suikki (Amiga)
Christian "Marvin" Bressler (Atari) |
# Huan Ti
Wikipedia has an article about:
Yellow Emperor
Religion in NetHack
priests
alignment
alignment record
altars
atheism
anger
gods
sacrifice
prayer
turn undead
Huan Ti is the chaotic god of the Monk pantheon.
Encyclopedia entry
Both "Huan Ti" and the alternate spelling "Huang-ti" return this entry:
The first of five mythical Chinese emperors, Huan Ti is known
as the yellow emperor. He rules the _moving_ heavens, as
opposed to the _dark_ heavens. He is an inventor, said to
have given mankind among other things, the wheel, armour, and
the compass. He is the god of fortune telling and war.
This page may need to be updated for the current version of NetHack.
It may contain text specific to NetHack 3.6.0. Information on this page may be out of date.
Editors: After reviewing this page and making necessary edits, please change the {{nethack-360}} tag to the current version's tag or {{noversion}} as appropriate. |
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# Swimmer
A swimmer is any monster that has the M1_SWIM flag set. Only swimmers will be generated on the Plane of Water.[1] Swimming is largely similar to amphibiousness, preventing a monster from drowning. One difference is that swimming monsters can pick up items underwater[2]. Attacking a swimmer with a trident while it is in water gives a +4 to-hit bonus.[3]
Contents
1 List of swimmers
1.1 Individual monsters
1.2 Entire classes
1.3 Unique monsters
2 You
3 Variants
3.1 SLASH'EM
4 Refs
List of swimmers
Individual monsters
: baby crocodile
: crocodile
g gremlin
& mail daemon
: newt
R rust monster
& water demon
E water elemental
n water nymph
T water troll
r woodchuck
Entire classes
all snakes:
S cobra
S garter snake
S pit viper
S python
S snake
S water moccasin
all sea monsters:
; electric eel
; giant eel
; jellyfish
; kraken
; piranha
; shark
Unique monsters
@ Medusa
@ Orion
You
Swimming property can be obtained by polymorphing into one of the above monsters or riding a swimming steed. It is very similar to magical breathing, allowing you to stay in water but not preventing water damage. Interestingly, while messages imply that you stay on the surface of water, you still cannot see your surroundings while swimming[4].
Variants
SLASH'EM
In SLASH'EM, swimming ability can additionally be obtained by wearing gauntlets of swimming or reaching level 15 as a Yeoman. It's a bit more desirable property than in vanilla because of the create pool monster spell, although flying supersedes it.
Refs
↑ makemon.c in NetHack 3.6.1, line 66
↑ dogmove.c in NetHack 3.6.1, line 1263
↑ weapon.c in NetHack 3.6.1, line 168
↑ trap.c in NetHack 3.6.1, line 3693
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# File:Rust trap.png
File
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Rust_trap.png (16 × 16 pixels, file size: 226 bytes, MIME type: image/png)
A 16x16 vanilla NetHack tile of the item 'rust trap'.
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List of vanilla NetHack tiles
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# Spellbook of protection
spellbook of + protection
Appearance
random
Abundance
1.83%
Base price
100 zm
Weight
50
Turns to read
3
Ink to write
5–9
Spell type
clerical
Level
1
Power cost
5 Pw
Direction
non-directional
In NetHack, the spellbook of protection allows the player to learn the protection spell. The spell is unrelated to protection granted by priests or praying.
Contents
1 Generation
2 Effects
2.1 AC granted
3 Messages
4 Strategy
5 Variants
5.1 dNetHack
5.2 FIQHack
6 References
Generation
Monks have a 1/3 chance of starting with a spellbook of protection.[1]
Effects
Casting this spell decreases your AC temporarily; the exact reduction depends on your experience level, the amount of protection already gained from this spell, and your AC before casting the spell. The protection wears off at a rate of 1 point every 10 turns, or 1 point every 20 turns if the spell was cast with expert proficiency.
AC granted
The exact formula for determining the granted protection[2] is whichever of the following two is more:
or
where "prior spell AC" is the AC already gained from castings of the protection spell; "other AC" is 10 minus your AC but for the spell, including all armor bonuses and divine protection; and log2(XL) is just the logarithm with base 2, according to the following table:
Experience level
log2(XL)
1
0
2-3
1
4-7
2
8-15
3
16-30
4
Thus you will get 1-5 AC on the first casting depending solely on level, and on subsequent castings you will get progressively less depending on your AC and protection level.
XL
Other AC
Total AC from n castings
1
2
3
4
5
6
7
8
9
1
10 to 1
1
2
3
4
4
4
4
4
4
1
0 to -9
1
2
3
3
3
3
3
3
3
1
-10 to -19
1
2
2
2
2
2
2
2
2
1
<-19
1
1
1
1
1
1
1
1
1
2-3
10 to 1
2
4
5
6
7
8
8
8
8
2-3
0 to -9
2
4
5
6
6
6
6
6
6
2-3
-10 to -19
2
3
4
4
4
4
4
4
4
2-3
<-19
2
2
2
2
2
2
2
2
2
4-7
10 to 1
3
6
8
9
10
11
12
12
12
4-7
0 to -9
3
5
7
8
9
9
9
9
9
4-7
-10 to -19
3
5
6
6
6
6
6
6
6
4-7
<-19
3
3
3
3
3
3
3
3
3
8-15
10 to 1
4
7
10
12
13
14
15
16
16
8-15
0 to -9
4
7
9
10
11
12
12
12
12
8-15
-10 to -19
4
6
7
8
8
8
8
8
8
8-15
<-19
4
4
4
4
4
4
4
4
4
16-30
10 to 1
5
9
12
14
16
17
18
19
20
16-30
0 to -9
5
9
11
13
14
15
15
15
15
16-30
-10 to -19
5
8
9
10
10
10
10
10
10
16-30
<-19
5
5
5
5
5
5
5
5
5
Messages
The
<air> around you begins to shimmer with a golden haze.
You cast the protection spell.
The golden haze around you becomes more dense.
You cast the spell while already protected by it.
Your skin feels warm for a moment.
You cast the spell while already at the maximum amount of protection.
The golden haze around you becomes less dense.
The spell is wearing off.
The golden haze around you disappears.
The spell has worn off completely.
Strategy
The spell is an easy means of training skill in clerical spells. If you see a difficult or out-of-depth monster nearby and are willing to fight it, casting protection before engaging it is often a good idea. The spell is also useful if you are taking many hits from several monsters and/or already battling a difficult or out-of-depth monster.
Monks who start with this spell may find it useful to make up for their lack of armor in the early game, and should cast it before any prolonged fight.
Variants
dNetHack
The protection spell functions differently in dNetHack. Multiple castings of protection do not stack. When you cast the spell, it grants an AC bonus based on your experience level.
Experience level
AC bonus
1
2
2 to 3
4
4 to 7
6
8 to 15
8
16 to 30
10
Casting the spell again resets your bonus to this level and refreshes the wear-off countdown. This protection wears off over time based on your casting skill at the time you cast the spell.
Casting skill
1 point wears off after
Expert
30 turns
Skilled
20 turns
Basic
15 turns
Unskilled
10 turns
If your unprotected AC is greater than 0 then it is set to 0 before this bonus is applied.
FIQHack
In FIQHack the protection spell only works if you are not wearing body armor.
References
↑ u_init.c in NetHack 3.4.3, line 654
↑ cast_protection in Spell.c
This page is based on a spoiler by Dylan O'Donnell. The original license is:
Redistribution, copying, and editing of these spoilers, with or without modification, are permitted provided that the following conditions are met:
The original contributors to any spoiler must continue to be credited.
Any modifications to the spoiler must be acknowledged and credited.
This page may need to be updated for the current version of NetHack.
It may contain text specific to NetHack 3.6.0. 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.
</air> |
# File:Moon phase 4.gif
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NetHack moon phase 4 (full moon)
Extracted from commons:File:Lunar libration with phase Oct 2007.gif
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