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# Demigod Demigod, or u.uevent.udemigod, is a flag used by the game to indicate that a player has killed the Wizard of Yendor at least once or performed the Invocation. Some behaviors change when the flag is set: Shopkeepers will refer to him or her as "most gracious," "esteemed," or "most renowned and sacred" before "sir" or "lady" (or "creature"). Gods are harder to please. Specifically, prayer timeout is increased by roughly a factor of three, the same effect as being crowned (although being a demigod and crowning will stack for the purposes of prayer timeout). Monster generation increases. The Wizard of Yendor will start harassing you until you reach the Astral Plane. This flag is unrelated to the act of becoming a demigod upon ascension, at which point the game is over and the player's state is moot. 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 Information on this page may be out of date.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.
# User:Sven905965
# Talk:Save scumming save scumming can get pretty crazy when you find the bones file of your player If savescumming makes NetHack worse, isn't NetHack worse than other RPGs? Isn't the following basically a value decision? "There are many roleplaying games that allow you to avoid death by saving and restoring your game. By savescumming, a player is missing out on the true fun of the game, at which point NetHack is far less superior to any other RPG available." Basically, if that point is valid, then that makes nethack inherently inferior to other RPG's using the following logic 1) Other RPG's give you the ability to restore from a previous saved game (in fact, MOST of them do). 2) Giving nethack the ability to restore from a saved game gives it a feature that other RPGs have (established in 1) 3) Giving nethack a feature that most other RPGs have makes it inferior to other RPGs (follows from 2 combined with the original premise statement) 4) Restoring from a previous save is a feature that most people actually like rather than dislike. 5) Adding a feature that people like to nethack makes it more inferior (4 combined with 2 and 3) 6) If adding a feature you like to nethack makes it inferior, then the game itself must be inferior. Basically, there seems to be a "purist" or "orthodox" or "religious" view in nethack where unless you play it the way other people like to play it, you are somehow not really playing it. I find that attitude to be annoying. Instead, the nethack people should say something like "We feel that you will have a stronger character and enjoy the game better if you do not save scum, but we allow you the freedom to do so if that's what you want to do." — Preceding unsigned comment added by 211.223.188.53 (talk • contribs) I think you're misreading the sentence you quote. The statement isn't that savescumming makes NetHack inferior to any RPG, it's that it reduces the scope of its superiority. Instead of being vastly superior, it's "far less superior" (presumably now only a little bit superior). Yes, the whole thing is a value judgement; and could probably be better phrased as something like "NetHack is at its best when played as the designers intended, with permanent death."--Marcmagus
# Talk:Hole tdttoe Creatures of size "huge" or larger will not fit into holes or pits and can walk across them. Flying creatures can also traverse holes. does this mean that players polyed into dragons finish sokoban quickly? --194.116.198.179 11:57, 14 September 2011 (UTC) No, the game checks for Sokoban first. --Tjr 15:06, 14 September 2011 (UTC) All eligible tiles... Pursuant to the phrase, "[a]ll eligible tiles of your destination level are equally likely," is there anywhere in the wiki that describes which tiles are eligible? Empirically, I suspect that the eligible tiles include anywhere within a room (in the Dungeons of Doom) and anywhere in a randomly-generated section of a Gehennom labyrinth. So, not a corridor, not a closet, not a vault -- but this is just an assumption based on where I've fallen from time to time. There are clearly special cases depending on where you're landing; I'm sure you can't just drop anywhere into the Castle or Medusa's Island or Juiblex's Swamp... or can you? Is the same list of "eligible tiles" used for levelporting and for dropping through holes? Is the quest nemesis layer of the Rogue Quest a special case? Delbow (talk) 21:43, 16 December 2015 (UTC)
# User:Chris/dNetHack/dNethack Roles/Binder/Simurgh [[File:|x220px]] Contents 1 Simurgh, who roosts on the Tree of Life 1.1 Binding Ritual 1.2 Taboo 1.3 Mark 1.3.1 Detection 1.3.2 Disguise 1.4 Immunity 1.5 Skill 1.6 Active Powers 1.7 Passive Powers Simurgh, who roosts on the Tree of Life If I were the rain that binds together the earth and the sky, who in all eternity will never mingle, would I be able to bind the hearts of people together? [ Bleach, by Tite Kubo ] The simurgh is depicted in Iranian art as a winged creature in the shape of a bird, gigantic enough to carry off an elephant or a whale. It appears as a peacock with the head of a dog and the claws of a lion - sometimes, however, also with a human face. The simurgh is inherently benevolent and unambiguously female. "Si-", the first element in the name, has been connected in folk etymology to Modern Persian si ("thirty"). Although this prefix is not historically related to the origin of the name simurgh, "thirty" has nonetheless been the basis for legends incorporating that number - for instance, that the simurgh was as large as thirty birds or had thirty colours (siræng). Iranian legends consider the bird so old that it had seen the destruction of the world three times over. The simurgh learned so much by living so long that it is thought to possess the knowledge of all the ages. [ Wikipedia ] Binding Ritual Simurgh's seal must be drawn outdoors (windowless tower level 1, or some parts of quests. Taboo You must not fall through trap doors or holes Mark You gain iron claws and a prismatic feathers around you head Detection Your claws and feathers can be seen from a distance. Disguise Disguise the feathers with a helm and the claws with either gloves or a cloak. Immunity You are immune to falling through trap doors, pit traps, and holes (currently ineffective to the Earthquake spell due to a bug). Skill Simurgh grants skill in Enchantment magic Active Powers Unite the Earth and Sky: Creates a tree or fills a pit with water in the chosen adjacent square. Hook in the Sky: You rise through the ceiling (as a quaffed cursed potion of gain level). Doesn't work if you have the Amulet. Enlightenment: You benefit from enlightenment. Passive Powers Lion's Claws: Your iron claws deal additional damage to some sensitive creatures. Siræng's Radiance: Deals your binder hit dice extra damage if the target lacks one of 15 resistances selected by random from: Fire, Cold, Shock, Acid, Petrification, Drain, Disintegration, Invisibility, Lack of invisibility, Undead, Fungus, Has infravision, Emits light.
# Category:Info templates Pages in category "Info templates" The following 2 pages are in this category, out of 2 total. M Template:MediawikiTemplate:Meta
# Related changes Enter a page name to see changes on pages linked to or from that page. (To see members of a category, enter Category:Name of category). Changes to pages on your Watchlist are in bold. Recent changes options Show last 50 | 100 | 250 | 500 changes in last 1 | 3 | 7 | 14 | 30 daysHide registered users | Hide anonymous users | Hide my edits | Show bots | Hide minor editsShow new changes starting from 17:43, 24 July 2023 Namespace: all (Main) Talk User User talk NetHackWiki NetHackWiki talk File File talk MediaWiki MediaWiki talk Template Template talk Help Help talk Category Category talk Source Source talk Forum Forum talk Video Video talk User blog User blog talk Blog Blog talk Module Module talk  Invert selection  Associated namespaceTag filter:Page name: Show changes to pages linked to the given page instead List of abbreviations: N This edit created a new page (also see list of new pages) m This is a minor edit b This edit was performed by a bot (±123) The page size changed by this number of bytes 24 July 2023  m   16:09  EvilHack‎‎ (3 changes | history) . . (+1,958)‎ . . [K2‎ (3×)]  m    16:09 (cur | prev) . . (+1,831)‎ . . K2 (talk | contribs) (→‎Shields: details)  m    15:42 (cur | prev) . . (+113)‎ . . K2 (talk | contribs) (→‎Game mechanics: placeholder for new skills)  m    15:15 (cur | prev) . . (+14)‎ . . K2 (talk | contribs) (→‎Air: more wording) 23 July 2023      08:36  EvilHack‎ (diff | hist) . . (-82)‎ . . Umbire the Phantom (talk | contribs) (pass for word choice and rephrasing) 22 July 2023      23:38  Wish‎ (diff | hist) . . (+547)‎ . . Umbire the Phantom (talk | contribs) (→‎GruntHack: copyedit + add some IRC recommendations) 21 July 2023      14:30  EvilHack‎‎ (3 changes | history) . . (+1,487)‎ . . [K2‎ (3×)]  m    14:30 (cur | prev) . . (+17)‎ . . K2 (talk | contribs) (→‎Major changes: convicts and thievery)       14:17 (cur | prev) . . (+1,444)‎ . . K2 (talk | contribs) (→‎Game mechanics: open air)  m    13:42 (cur | prev) . . (+26)‎ . . K2 (talk | contribs) (→‎Game mechanics: move artifact twoweaponing behavior under 'twoweaponing' section) 20 July 2023      13:29  Inediate‎ (diff | hist) . . (-41)‎ . . Darth l33t (talk | contribs) (Undo revision 152507 by Coz (talk) those are "g" and already covered) (Tag: Undo) 19 July 2023      16:47  Inediate‎ (diff | hist) . . (+41)‎ . . Coz (talk | contribs) (Added gargoyles and wingeds as inediate) 18 July 2023  m   04:53  EvilHack‎ (diff | hist) . . (0)‎ . . K2 (talk | contribs) (build date)
# Special room Not to be confused with themed room. A special room is different from the normal rooms of the randomly-generated Dungeons of Doom. For example, it might contain a shop or a collection of monsters. They typically appear in random rooms-and-corridors levels in the Dungeons of Doom, never in mazes or cavern levels, although many special levels also contain special rooms. NetHack attempts to generate most special rooms in the order they appear in the below table. Rooms lower on the table can only be generated if all rooms higher on the table failed to generate. For example, a temple is created with probability 1/5 from level 9 onwards in an ordinary rooms-and-corridors level in the main dungeon, provided the level does not already have a shop, a throne room, a leprechaun hall or a zoo.[1] Vaults are an exception: they are generated independently of other special rooms.[2] Name Min DL Frequency Generation restrictions Shop 2 3/DL Must be above Medusa's Island[3], room must have 1 door and no stairs Throne room 5 1/6 Leprechaun hall 6 1/8 Leprechauns must not be genocided/extinct[4] Zoo 7 1/7 Temple 9 1/5 Beehive 10 1/5 Killer bees must not be genocided/extinct[5] Graveyard 12 1/6 Anthole 13 1/8 Ants must not be genocided/extinct[6][7] Barracks 15 1/4 Soldiers must not be extinct[8] Swamp 16 1/6 Cockatrice nest 17 1/8 Cockatrices must not be genocided/extinct[9] Vault 1 (Generated independently of other special rooms) Variants Many variants add new special rooms or change the behavior of these existing special rooms. Main article: Special room (SLASH'EM) Main article: Special room (UnNetHack) Main article: Special room (dNetHack) References ↑ src/mklev.c in NetHack 3.6.6, line 776 ↑ src/mklev.c in NetHack 3.6.6, line 735 ↑ src/mklev.c in NetHack 3.6.6, line 766 ↑ src/mklev.c in NetHack 3.6.6, line 772 ↑ src/mklev.c in NetHack 3.6.6, line 778 ↑ src/mklev.c in NetHack 3.6.6, line 783 ↑ src/mkroom.c in NetHack 3.6.6, line 484 ↑ src/mklev.c in NetHack 3.6.6, line 786 ↑ src/mklev.c in NetHack 3.6.6, line 791 External links More information at http://www.steelypips.org/nethack/343/room-343.html
# Dwarf cleric h dwarf cleric File:Dwarf cleric.png Difficulty 7 Attacks Weapon 2d4 physical, Cast 0d4 Quest Artifact theft h dwarf cleric File:Dwarf cleric.png Difficulty 7 Attacks Weapon 2d4 physical, Cast 0d4 Quest Artifact theft Base level 4 Base experience 56 Speed 6 Base AC 10 Base MR 10 Alignment 5 (lawful) Frequency (by normal means) 1 (Very rare) Genocidable Yes Weight 900 Nutritional value 300 Size medium Resistances cold, sleep, poison Resistances conveyed cold A dwarf cleric: 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 not a valid polymorphable form. is a dwarf. is a lord to its kind. is female. is strong. likes gold. likes gems. can pick up weapons and food. has infravision. can be seen through infravision. cannot be tamed. Dwarf clerics are female dwarf lords found in dNetHack. There primary role is supporting other monsters. They cast mass cure spells, protection spells, and call other monsters on the level to you via aggravation. This page is a stub. Should you wish to do so, you can contribute by expanding this page.
# File:Gnoll shaman.png File File history File usageNo higher resolution available. Gnoll_shaman.png ‎(16 × 16 pixels, file size: 454 bytes, MIME type: image/png) A 16x16 SLASH'EM monster tile. File history Click on a date/time to view the file as it appeared at that time. Date/TimeThumbnailDimensionsUserComment current16:19, 26 November 201016 × 16 (454 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: Gnoll
# File:Magenta spellbook.png File File history File usageNo higher resolution available. Magenta_spellbook.png ‎(16 × 16 pixels, file size: 234 bytes, MIME type: image/png) A 16x16 vanilla NetHack tile of the object 'magenta spellbook'. File history Click on a date/time to view the file as it appeared at that time. Date/TimeThumbnailDimensionsUserComment current12:20, 1 August 200616 × 16 (234 bytes)BotFenix (talk | contribs)A 16x16 vanilla NetHack tile of the object 'magenta spellbook'. Category:16x16 tiles You cannot overwrite this file. File usage The following 13 pages uses this file: List of vanilla NetHack tiles NetHack 3.2.0 NetHack 3.2.1 NetHack 3.2.2 NetHack 3.2.3 NetHack 3.3.0 NetHack 3.3.1 NetHack 3.4.0 NetHack 3.4.1 NetHack 3.4.2 NetHack 3.4.3 NetHack 3.6.0 NetHack 3.7.0
# File:Fauchard.png File File history File usageNo higher resolution available. Fauchard.png ‎(16 × 16 pixels, file size: 213 bytes, MIME type: image/png) A 16x16 vanilla NetHack tile of the object 'fauchard'. File history Click on a date/time to view the file as it appeared at that time. Date/TimeThumbnailDimensionsUserComment current11:01, 1 August 200616 × 16 (213 bytes)BotFenix (talk | contribs)A 16x16 vanilla NetHack tile of the object 'fauchard'. Category:16x16 tiles You cannot overwrite this file. File usage The following 16 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 Polearm Weapon User:Rhebus/Polearm table
# Changed The changed and warrior changed are creatures in dNetHack normally encountered only on the Anachrononaut quest. They are humanoids that have been corrupted by exposure to the Far Realms of Insanity. Every time a new monster or group of monsters is generated in this branch, there is a 1-in-7 chance that it will be some type of changed humanoid, with an additional 4-in-5 chance of a group of ordinary changed, and a 1-in-5 chance of a solitary warrior changed. As a result, random monster generation on the quest has about an 11.4% probability of creating a group of changed, and about a 2.8% probability of creating a warrior changed. Once a changed is dropped below 50% health, it will stop healing naturally and begin releasing small poison clouds while losing 1 HP per turn. When a changed dies, it produces a large stinking cloud. Changed h changed File:Changed.png Difficulty 8 Attacks Weapon 2d4 physical, Weapon 2d4 physical h changed File:Changed.png Difficulty 8 Attacks Weapon 2d4 physical, Weapon 2d4 physical Base level 5 Base experience 76 Speed 16 Base AC 0 Base MR 50 Alignment 0 (neutral) Frequency (by normal means) 0 (Not randomly generated) Genocidable No Weight 1500 Nutritional value 400 Size medium Resistances sleep, poison Resistances conveyed cold A changed: can swim. can survive underwater. is mindless. has a head, a couple of arms, and a torso. is poisonous to eat. does not eat. (*) is normally generated hostile. can follow you to other levels. can pick up weapons and food. has infravision. normally appears in large groups. may turn against you when tame. cannot be tamed. Warrior changed H warrior changed File:Warrior changed.png Difficulty 20 Attacks Reach 4d8 physical, Reach 4d8 physical, Breath weapon 4d8 acid H warrior changed File:Warrior changed.png Difficulty 20 Attacks Reach 4d8 physical, Reach 4d8 physical, Breath weapon 4d8 acid Base level 15 Base experience 472 Speed 16 Base AC −10 Base MR 50 Alignment 0 (neutral) Frequency (by normal means) 0 (Not randomly generated) Genocidable No Weight 1500 Nutritional value 400 Size medium Resistances sleep, poison Resistances conveyed cold A warrior changed: can swim. can survive underwater. is mindless. has a head, a couple of arms, and a torso. is poisonous to eat. does not eat. (*) is normally generated hostile. can follow you to other levels. has infravision. may turn against you when tame. cannot be tamed. Encyclopedia entry Those Changed by the Far Realms of Insanity now find the Prime Material plane inimical to their existence, and must wear protective suits formed from the flesh of those still native to our dying universe. Should the suit be breached, the Changed within will slowly boil away in a cloud of noxious fumes.
# Orange/ko % Name orange Base price 9 zm Nutrition 80 Turns to eat 1 Weight 2 Conduct vegan 오렌지는 comestible의 종류입니다. It is considered vegan food. Encyclopaedia entry Interestingly, the orange shares the same entry as the pear, likely because it mentions both: What was the fruit like? Unfortunately, no one can describe a taste. All I can say is that, compared with those fruits, the freshest grapefruit you've ever eaten was dull, and the juiciest orange was dry, and the most melting pear was hard and woody, and the sweetest wild strawberry was sour. And there were no seeds or stones, and no wasps. If you had once eaten that fruit, all the nicest things in this world would taste like medicines after it. But I can't describe it. You can't find out what it is like unless you can get to that country and taste it for yourself. [ The Last Battle, by C.S. Lewis ] 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.
# Anti-magic field ^ anti-magic field Generates Anywhere Effect Pw loss, or HP loss if magic resistant The anti-magic field (also known as the anti-magic trap) is a trap that appears in NetHack which can reduce your spell power or damage you. Contents 1 Generation 2 Effects 2.1 Effect on monsters 3 Removal 4 Strategy 5 History 6 Messages 7 References Generation Anti-magic fields can be generated on most levels. They are also guaranteed on several special levels: the Knight quest locate level contains 7 anti-magic fields the Wizard quest locate level contains an anti-magic field almost every special level in Gehennom has at least one anti-magic field Effects Anti-magic fields drain between 2 and your experience level + 1 points of your spell power. If this would cause your spell power to go below zero, your maximum spell power will be permanently reduced by that amount, and your spell power becomes zero. Anti-magic fields have no effect on your maximum spell power if it is zero. If you have magic resistance, you take damage instead of losing power. The damage is at least d4, with an additional d4 each if you: have half physical damage or half spell damage (non-cumulative) are wielding Magicbane are carrying an artifact which grants magic resistance by being carried; your own quest artifact is exempt. If you have phasing, you take 1⁄4 as much damage, rounded up. [1] 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, anti-magic fields now drain 2d6 energy and half that of maximum energy. If you have magic resistance, you take d4 damage in addition to the energy drain. Effect on monsters Monsters that have a special attack such as spellcasting or a breath weapon will also be affected by this trap. The timeout for their special attack increases by 2d2 turns unless they are magic resistant, in which case they lose HP. This will also reveal the trap. Other monsters do not trigger this trap and do not reveal it when they pass over it. [2] Removal When standing on an anti-magic field, you can dig down to replace it with a pit. 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, anti-magic fields can be exploded by zapping cancellation at them. Strategy These traps are usually harmless. In theory anti-magic fields could be harmful to some early-game spellcasters, especially pacifists who must cast healing often and cannot gain experience easily. Players who spend an early wish on a source of magic resistance may also be vulnerable. Intentionally stepping on an anti-magic field is a somewhat risky way of identifying the cloak of magic resistance. History The anti-magic field was introduced in NetHack 1.3d. Messages You feel your magical energy drain away. You are not magic resistant, and your Pw was drained. You feel momentarily lethargic. You are not magic resistant, but you have zero maximum Pw to drain. You feel sluggish. You are magic resistant, and took less than 1⁄4 your HP as damage. You feel very lethargic. You are magic resistant, and took more than 1⁄4 your HP as damage. You feel unbearably torpid! You are magic resistant, and were killed by HP loss. <monster> seems lethargic. A monster lost some Pw from an anti-magic field. <monster> is killed by the compression from an anti-magic field! A magic-resistant monster lost enough HP from an anti-magic field to die. References ↑ src/trap.c in NetHack 3.6.6, line 1417 ↑ src/trap.c in NetHack 3.6.6, line 2591 </monster></monster>
# Signed variable Wikipedia has an article about: Signed number representations Signedness is a property of nearly all of the numeric data types used within the NetHack source code. The word "signed" refers to that these variables can store negative values; unsigned variables cannot. Their use is responsible for the many seemingly non-round numbers found as limits within the game. For example, the lowest AC attainable on most machines is -128, because the AC value is stored in a signed 8-bit variable (schar) which can store up to 256 values: 127 positive numbers, zero, and 128 negative numbers. The lack of symmetry is due to the use of a two's complement representation. An unsigned 8-bit variable would be able to store zero and 255 positive values. Some older machines use other signed number representations, ending up with a different range of integers than two's complement. These notations are rarely seen on the average person's desktop. (Excess-N notation is still used for exponents of floating point numbers, but is rare for integers.) Signed variables are ubiquitous in the NetHack source code, even where it doesn't particularly make sense. This is possibly due to different coding practices that prevailed among early developers -- Hack 1.0 was released in December 1984, well before ISO C existed, and developers wrote their C code in quite different styles than what prevails today. Unsigned variables were possibly a new addition to C, and then-active programmers were not yet accustomed to using them. Score, for example, is a signed variable (whose magnitude is dependent on machine word size; generally it's 32 bits, but today computers are shifting to 64-bit). Does a negative score make sense? It'd almost certainly be better to have the additional 2147483648 positive score values. Portability might be an issue -- perhaps unsigned variables are less portable than signed ones. Or it could be that the DevTeam simply didn't think anyone would achieve two billion points. Whether a variable is signed or not affects what happens during integer overflow.
# Forum:Help with posting pics &lt; Forum:Watercooler I got a picture of an arc bug I wanted to post so I could help with the (shockingly) near-empty SLASH'EM part of the wiki, but when I try to edit the atricle and paste the .jpg pic of the arc bug, it won't let me, claiming I have nothing copied. How do I fix this? Guest — Preceding unsigned comment added by 24.147.13.228 (talk • contribs) 7 July 2009 I'm glad you'd like to help.&nbsp;:) But yeah, it's not quite that easy. See Help:Images for instructions. —ZeroOne (talk&nbsp;/&nbsp;@) 19:47, 7 July 2009 (UTC)
# User talk:Azzkikr Hi there! Greetings! Nice to see you back here after a long break! Enjoy your time at NetHackWiki, and thank you for your contributions!&nbsp;:) —ZeroOne (talk&nbsp;/&nbsp;@) 13:00, 16 February 2009 (UTC)
# User talk:POGtastic Welcome! Welcome! Hi, POGtastic! Welcome, and thanks for joining NetHackWiki! The How to help and Style guide pages are excellent starting points. Special:Recentchanges is a great first stop, because you can see what other people are editing right this minute, and where you can help. Questions? Need help? You can ask at the Community Portal, the forum, or on the discussion page associated with each article! Just remember to sign those posts with four tildes: ~~~~. That will expand to create a signature. You can put {{NAOplayer|NAO player account}} on your user page to link to your NAO player account. Capitalization matters. We are really happy to have you here, and look forward to working with you! This is an automated greeting. -- New user message (talk) 11:37, 7 December 2016 (UTC)
# Talk:Violet fungus Message after eating. I got the message "Oh wow! Great stuff!" after I had finished eating the violet fungus. Does this mean I got poison ressistance or just the message for hallucination? It's the message for hallucination from food. From a potion, it's "Oh look! Everything's so cosmic!" and from black light's it's "You are freaked out," but they all indicate the same thing (though hallucination from potions lasts *much* longer). If the violet fungus had given you poison resistance, it would have said "You feel healthy." Some intrinsic messages are warped when hallucinating, though still easily recognizable. -Ion frigate 01:08, September 16, 2010 (UTC)
# User:Luxidream Hi I splat characters for a living. Don't look at my NAO page, it's embarrassing. Trying to clean up strategy articles to make things more accurate for new players.
# Related changes Enter a page name to see changes on pages linked to or from that page. (To see members of a category, enter Category:Name of category). Changes to pages on your Watchlist are in bold. Recent changes options Show last 50 | 100 | 250 | 500 changes in last 1 | 3 | 7 | 14 | 30 daysHide registered users | Hide anonymous users | Hide my edits | Show bots | Hide minor editsShow new changes starting from 17:53, 24 July 2023 Namespace: all (Main) Talk User User talk NetHackWiki NetHackWiki talk File File talk MediaWiki MediaWiki talk Template Template talk Help Help talk Category Category talk Source Source talk Forum Forum talk Video Video talk User blog User blog talk Blog Blog talk Module Module talk &nbsp;Invert selection &nbsp;Associated namespaceTag filter:Page name: Show changes to pages linked to the given page instead List of abbreviations: N This edit created a new page (also see list of new pages) m This is a minor edit b This edit was performed by a bot (±123) The page size changed by this number of bytes 20 July 2023 &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;20:21&nbsp; User talk:Umbire the Phantom‎ (diff | hist) . . (+102)‎ . . Kahran042 (talk | contribs) (→‎Edit reason for Yendorian army: - Good point.)
# User talk:Kevin Wayne Welcome! Welcome! Hi, Kevin Wayne! 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) 16:04, 24 February 2015 (UTC)
# Speed Speed is both a monster property in NetHack (also referred to internally as movement rate), and an intrinsic/extrinsic related to that property. Contents 1 Property 2 Very fast 3 Fast 4 Monsters 5 Strategy 6 dNethack 7 See also 8 References Property In NetHack 3.4.3 and earlier, for every turn that passes, a monster will gain its movement rate in "movement points"; if the monster has 12 or more movement points (defined as NORMAL_SPEED[1]) in a turn it gets a move that turn (and more than one if it has another 12 points remaining after this, etc.) Thus a monster with a speed of 12 gets one move per turn, a monster with a speed of 1 gets one move every 12 turns, and a monster with a speed of 18 gets 3 moves every 2 turns. Monsters with a speed of 0 are sessile and never get a move. They may have passive attacks however. In NetHack 3.6.0, at the end of each turn, every monster's remaining movement points are adjusted by a small random amount to reduce the predictability of their actions.[2] On average monsters will act slightly faster than would be expected by comparing their base speed with the player's. From NetHack 3.6.1 onwards, the speed formula changed entirely: each turn, the number of moves a monster gets is generated randomly based on its speed: speed 12 monsters always move once per turn, speed 24 monsters twice per turn, etc., but speed 18 monsters have a 50% chance of moving once and a 50% chance of moving twice on any given turn. Likewise, speed 3 monsters move on 25% of turns, and in general the number of moves per turn is calculated by dividing by 12 and rounding in a weighted-random manner based on the fractional part. Being encumbered reduces the player's effective movement rate after adjustments. A burdened player has three quarters their normal movement rate, a stressed player one half, a strained player one quarter, and an overtaxed player one eighth.[3] Multi-turn actions (e.g. entering in "10s" to search ten times) consume one move per command issued plus whatever additional time is required for these moves. In contrast, certain actions will render the player immobile (also known as "helpless" by the game) for a certain number of turns; during those turns the player's movement points are simply drained as though the player was executing moves during that time, but without actually allowing the player an action. Fainting, being paralysed, engraving a long sentence, etc. are examples of actions that cause this; this is also marked in the death message if the player dies "while helpless". Very fast A player with the speed extrinsic (obtained through speed boots) or temporary intrinsic (via a potion of speed, or the haste self spell), also known as a very fast player, gains 12 extra movement points (one free move) on 2/3 of turns.[4] The player has an effective movement rate of 20, or five thirds normal, giving an average of five moves every three turns. Fast In the absence of very fast speed, a player with non-timing-out intrinsic speed, otherwise known as a fast player, gains a 1 in 3 chance of twelve movement points each turn.[5] The player has an effective movement rate of 16, or four thirds normal, giving an average of four moves every three turns. You start with intrinsic speed as an Archeologist, Monk, or Samurai, and gain it at level 7 ("You feel quick!") as a Barbarian, Caveman, Knight, or Valkyrie. You can otherwise get it by zapping yourself with a wand of speed monster or eating a quantum mechanic corpse. Although this intrinsic does not time out, it can still be lost by being hit with a slowing attack, a stoning attack, a gremlin's intrinsic theft, or zapping yourself with a spell or wand of slow monster. The very fast property overrides the fast property, and they are not cumulative. Below is a table that shows an un-polymorphed player's effective speed as a function of encumbrance and intrinsic or extrinsic speed. Encumbrance Normal speed Fast Very fast Unencumbered 12 16 20 Burdened 9 12 15 Stressed 6 8 10 Strained 3 4 5 Overtaxed 1.5 2 2.5 Monsters A monster with intrinsic speed (gained by e.g. a wand of speed monster) or extrinsic speed (speed boots) has four thirds their normal movement rate.[6] A slowed monster (e.g. by means of a wand of slow monster) has two thirds their normal movement rate.[7] In normal pet-versus-nonpet combat, regardless of its speed, no monster is intended to be able to attack another monster more than once per turn;[8] however, the parameter "after", documented as determining whether the monster has already attacked that turn, is always set to 0.[9][10][11] For pets, this means that speed beyond 12 not only makes it easier for them to keep up with you, but also allows them to deal more damage over time, just like it does for monsters fighting you. On a related note, the retaliatory attack against pets always has a 75% chance of occurring if the monster has not attacked that turn, regardless of movement points.[12] Monster attacks due to conflict or confusion (and, with a 75% chance, retaliatory attacks against these [13][14]) occur if the monster has enough movement points left to make an action (and will use those movement points up in the process, and cannot occur otherwise), even for retaliation attacks. For them, the speed system works almost like for you. Strategy You can couple jumping, speed and self-polymorph to move through the dungeon as fast as possible. Starting with self-polymorph, the air elemental is the fastest creature with 36 movement points. As an air elemental, you'll get three movements in every turn. However, being an air elemental has serious drawbacks. You have relatively weak attacks, you can't open, close, engrave, wear any armor or wield any tools. You can't put on or take off rings, though any ring you're wearing when you polymorph will still be worn. Strangely, you can put on and take off amulets, zap wands and spells, read scrolls and quaff potions. Because of this, Air Elementals make great travel forms, but terrible fighting forms. A less fast form, but still fast, is the Titan with 18 movement points. Titans have the obvious advantage of being able to fight well while still being fast. Your speed affects all forms equally, meaning you can get up to four movements in one turn as an air elemental, or three movements as a Titan. Another alternative is to be riding, as a swift steed like a warhorse or unicorn can have up to 24 movement points, and intrinsic speed can make it even faster. Kicking or whipping a steed can make it gallop for 20-30 turns, which on average increases its movement to 1.5 times normal,[15] but this decreases tameness and risks being dismounted. Note that the increased speed also only applies when using automatically repeating forms of movement, such as travel or the g command. Jumping can be done on any of the movements turns, but it always advances to the next turn and resets your movement counter. Hence, if you're hasted, you should move as far as your hasted self can before advancing the turn counter, then, with your last movement, execute the jump. To accomplish this you will have to carefully watch the turn counter and know where you are in the cycle. Using this strategy as an air elemental will allow you to move up to seven squares in a single turn. The theoretically fastest method of movement, without using life saving, is to be polymorphed into a punished monster with a speed of 24 (e.g. a warhorse), combined with a very fast speed; this gives two actions per turn, plus up to one from the speed, which can be used to throw the heavy iron ball, pick it up again, then (hopefully) jump on the third action, which is slightly faster than moving three times and jumping as an air elemental. However, this is likely too unwieldy to be of much use in practice. (Life saving can be used to reduce helplessness/immobility/paralysis to one turn, allowing hurtling to be the theoretically fastest form of movement, but this is incredibly wasteful of resources, and very difficult to arrange a death at the right moment.) dNethack The wand of speed monster now grants temporary very fast speed, rather than permanent fast speed. See also Monsters (by speed) References ↑ permonst.h in NetHack 3.4.3, line 71 ↑ src/mon.c in NetHack_3.6.0, line 554 ↑ allmain.c in NetHack 3.4.3, line 119 ↑ allmain.c in NetHack 3.4.3, line 137 ↑ allmain.c in NetHack 3.4.3, line 147 ↑ mon.c in NetHack 3.4.3, line 501 ↑ mon.c in NetHack 3.4.3, line 499 ↑ dogmove.c in NetHack 3.4.3, line 630 ↑ monmove.c in NetHack 3.4.3, line 644 ↑ uhitm.c in NetHack 3.4.3, line 386 ↑ monmove.c in NetHack 3.4.3, line 512 ↑ dogmove.c in NetHack 3.4.3, line 638 ↑ monmove.c in NetHack 3.4.3, line 1015 ↑ mhitm.c in NetHack 3.4.3, line 159 ↑ mon.c in NetHack 3.4.3, line 506 This page may need to be updated for the current version of NetHack. It may contain text specific to NetHack 3.4.3. Information on this page may be out of date. Editors: After reviewing this page and making necessary edits, please change the {{nethack-343}} tag to the current version's tag or {{noversion}} as appropriate.
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# Price identification Price identification is the tactic of using the price of an item to informally identify it. One can use the "buy price", the price of an item in shops, or the "sell price", the price that a shopkeeper offers when you try to sell an item. The sell price is easier to use because the buy price includes an unpredictable random factor that may disguise certain prices as other ones. Even if you have enough scrolls of identify and no conducts in mind, pricing lets you use those scrolls to prioritize the most important items. NetHack 3.6.0 and 3.6.1 introduced changes to the price mechanics that make older price guides slightly inaccurate. The tables in §&nbsp;Price tables are duplicated for the 3.4.3 and 3.6.0 mechanics. If you're playing an older version and not using the tables, see the §&nbsp;History section before drawing conclusions based on prices. Contents 1 Price derivation 1.1 Base price 1.2 Buying 1.3 Selling 2 Further strategies 2.1 Common uses 2.2 Stealing powerful wands 3 Price tables 3.1 Magical armor 3.1.1 Boots 3.1.2 Cloaks 3.1.3 Other armor 3.2 Scrolls 3.3 Potions 3.4 Rings 3.5 Wands 3.6 Spellbooks 3.7 Amulets 4 Variants 4.1 SLASH'EM 4.2 GruntHack 4.3 UnNetHack 4.4 FIQHack 5 History 6 References 7 External links Price derivation Base price Each item in NetHack has a base price, which is modified in various ways to produce the final selling price. Positively-enchanted weapons and armor have an additional 10 zm added to their base price for every point of enchantment. Some items are considered "worthless"; you cannot sell them, but their buying price is calculated as though they had a base price of 5 zm: items with zero base price cancelled wands (with -1 charges) uncursed potions of water Unidentified valuable gems and worthless glass are always bought as though they were valuable, and sold for only a few zorkmids, regardless of their "true" value, so price identification can't be used to distinguish them. Gray stones are priced like other items, so you can price-identify them. Buying When you buy an item, you are charged the base price, modified as follows. All multipliers are applied in sequence: Your charisma grants a modifier to the buying price.[1] Charisma: ≤ 5 6–7 8–10 11–15 16–17 18 ≥ 19 Buy price multiplier: 2 11⁄2 11⁄3 1 3⁄4 2⁄3 1⁄2 Some characters are considered "suckers", and will be charged 1⁄3 more. You are a sucker if:[2] you're wearing a dunce cap you're wearing a shirt not covered by a cloak or body armor you're a Tourist below experience level 15 When buying unidentified objects, in 1⁄4 of cases the shopkeeper will charge 1⁄3 more. This surcharge is tied to the individual item or stack; merged stacks will inherit the higher of the two prices, while split stacks will inherit the price of the original stack. Selling When you sell an item, you are normally offered 1⁄2 the base price; if you're a sucker, as above, you are offered 1⁄3 the base price instead. 1⁄4 of shopkeepers will pay 1⁄4 less for unidentified objects. This modifier is consistent for a given shopkeeper, so you can determine whether a given shopkeeper is affected by selling an informally-identified item. Further strategies General stores are very useful for price identification because they will offer to buy all types of items. However, you can still price-identify any object (unbreakable or in a bag of holding) in any store by throwing the item into the shop from outside. If the item is fragile, you can have your pet carry it in, in a container if the item is cursed. Beware that this will relinquish ownership of the item (and the container, if any) to the shopkeeper, who will then try to sell it to you. You will need to pay the asking price or steal the item to get it back, but in a pinch, this can provide a price for an object that the shopkeeper would not normally be interested in. Some items in an item class are 4/3 the price of other items in the class, which can give ambiguous results when buying if the random surcharge applies. A 60zm scroll of enchant weapon could appear to be one of the 80zm scrolls, a level 3 spellbook can appear to be level 4, and there are many 150zm items that can seem to be 200zm. Selling items is more reliable in this case because the random selling modifier applies to the shopkeeper; if selling an item results in what appears to be an impossible price, you know that this shopkeeper is "greedy", and all other selling prices from them can be adjusted accordingly. Common uses The item which is most commonly price-IDed is the scroll of identify, which is far cheaper than the other scrolls. In addition, magic lamps cost more than oil lamps, and enchanted armor costs more than their unenchanted versions. Price-IDing can also be useful to identify bad items. The scroll of amnesia has a base price of 200zm, ten times as much as a scroll of identify. A potion of sickness has a base price of 50zm, a potion of hallucination 100zm, and a potion of blindness 150zm. Non-Wizards will find it helpful to price-identify the difficulty level of spellbooks to determine whether they are safe to read. The base price of a spellbook is 100 zorkmids times its difficulty level. The derived sell price is half that. Stealing powerful wands An expensive wand (base price 500zm) is either wishing or death. In general, you should have a pet steal such an item; if you don't have a pet, both wands are well worth buying. If you have neither a pet nor the gold, either should be pretty easy to obtain: throw a tripe or food ration at a wild dog or cat, or sell junk to the shopkeeper. One might be tempted to zap the wand (wishing for a wand of death if it's a wand of wishing) at the shopkeeper, but for early characters, this is a bad idea: the death ray might miss, which can easily lead to a quick YASD, given shopkeepers' speed and damage output. Furthermore, wishing for a wand of death from a wand of wishing is generally a waste anyways, given that by the time you really need one, you can get the one Orcus carries. If you're truly concerned about your character's ability to survive long enough to buy or steal the wand, wishing for 5000 gold pieces is a safe way to be able to do so, though it is also a waste of a wish. If you really want to kill the shopkeeper, wish for a blessed figurine of an Archon, though be aware that this has a 10% chance of backfiring. Price tables In the tables below, the buying price is followed by two numbers in parentheses. The first number in parentheses is the higher price if you are charged either the unidentified surcharge or the sucker markup. The second is the price with both of those surcharges. The selling price is also followed by a number in parentheses: this is the offer you may get with the randomly applied discount. Numbers in bold are prices that do not allow a unique inference of the base price. Magical armor Boots Prices in NetHack 3.4.3 and earlier Base cost Cha ≤ 5 Cha 6–7 Cha 8–10 Cha 11–15 Cha 16–17 Cha 18 Cha ≥ 19 Selling price Boot types 8 16 (20/26) 12 (15/19) 10 (13/17) 8 (10/13) 6 (8/10) 6 (7/9) 4 (5/6) 4 (3) elven boots, kicking boots 30 60 (80/106) 45 (60/79) 40 (53/70) 30 (40/53) 23 (30/40) 20 (27/36) 15 (20/26) 15 (12) fumble boots, levitation boots 50 100 (132/176) 75 (99/132) 66 (88/117) 50 (66/88) 38 (50/66) 34 (44/59) 25 (33/44) 25 (19) jumping boots, speed boots, water walking boots Prices in NetHack 3.6.0 and later Base cost Cha ≤ 5 Cha 6–7 Cha 8–10 Cha 11–15 Cha 16–17 Cha 18 Cha ≥ 19 Selling price Boot types 8 16 (21/28) 12 (16/21) 11 (14/19) 8 (11/14) 6 (8/11) 5 (7/9) 4 (5/7) 4 (3) elven boots, kicking boots 30 60 (80/107) 45 (60/80) 40 (53/71) 30 (40/53) 23 (30/40) 20 (27/36) 15 (20/27) 15 (11) fumble boots, levitation boots 50 100 (133/178) 75 (100/133) 67 (89/119) 50 (67/89) 38 (50/67) 33 (44/59) 25 (33/44) 25 (19) jumping boots, speed boots, water walking boots Fumble boots and levitation boots are both 30zm, but are of different weights. They are often cursed. Speed boots, jumping boots, and water walking boots are all priced at 50zm. They are easily identified once worn: speed boots auto-identify if you are not already very fast (potion of speed or haste self spell), jumping boots allow you to jump, and boots of water walking are otherwise mundane. Elven boots cause you to "walk very quietly" and self-identify if you are not already stealthy. Kicking boots are made of metal, and consequently add to spell failure percentage. Cloaks Prices in NetHack 3.4.3 and earlier Base cost Cha ≤ 5 Cha 6–7 Cha 8–10 Cha 11–15 Cha 16–17 Cha 18 Cha ≥ 19 Selling price Cloak types 2 10 (12/16) 7 (9/12) 6 (8/10) 5 (6/8) 4 (5/6) 4 (4/6) 2 (3/4) 1 mummy wrapping 40 80 (106/140) 60 (79/105) 53 (70/93) 40 (53/70) 30 (40/53) 27 (36/47) 20 (26/35) 20 (15) leather, orcish ("coarse mantelet") 50 100 (132/176) 75 (99/132) 66 (88/117) 50 (66/88) 38 (50/66) 34 (44/59) 25 (33/44) 25 (19) alchemy smock ("apron"), displacement, dwarvish ("hooded cloak"), oilskin ("slippery cloak"), protection, robe ("robe") 60 120 (160/212) 90 (120/159) 80 (106/141) 60 (80/106) 45 (60/80) 40 (54/71) 30 (40/53) 30 (23) elven ("faded pall"), invisibility, magic resistance Prices in NetHack 3.6.0 and later Base cost Cha ≤ 5 Cha 6–7 Cha 8–10 Cha 11–15 Cha 16–17 Cha 18 Cha ≥ 19 Selling price Cloak types 2 10 (13/18) 8 (10/13) 7 (9/12) 5 (7/9) 4 (5/7) 3 (4/6) 3 (3/4) 1 (1) mummy wrapping 40 80 (107/142) 60 (80/107) 53 (71/95) 40 (53/71) 30 (40/53) 27 (36/47) 20 (27/36) 20 (15) leather, orcish ("coarse mantelet") 50 100 (133/178) 75 (100/133) 67 (89/119) 50 (67/89) 38 (50/67) 33 (44/59) 25 (33/44) 25 (19) alchemy smock ("apron"), displacement, dwarvish ("hooded cloak"), oilskin ("slippery cloak"), protection, robe ("robe") 60 120 (160/213) 90 (120/160) 80 (107/142) 60 (80/107) 45 (60/80) 40 (53/71) 30 (40/53) 30 (23) elven ("faded pall"), invisibility, magic resistance The cloaks of displacement and protection both cost 50zm, and are the only ones at that price with a randomized appearance. If a cloak costs 60zm and has a randomized appearance, then it is either invisibility, magic resistance, or a +1 cloak of the first two types. Other armor All magical randomized helms (brilliance, opposite alignment, and telepathy) cost 50zm; the helmet costs 10zm. All magical gloves (dexterity, fumbling, and power) cost 50zm; leather gloves cost 8zm. Positive enchantment on a piece of armor increases the base price by 10zm per point of enchantment. In theory, a +2 or better pair of fumble boots might be confused for one of the much more useful 50zm boots, but the probability for positive enchantments on harmful items is too low to be worth worrying about. Scrolls Prices in NetHack 3.4.3 and earlier Base cost Cha ≤ 5 Cha 6–7 Cha 8–10 Cha 11–15 Cha 16–17 Cha 18 Cha ≥ 19 Selling price Scroll types 20 40 (52/68) 30 (39/51) 26 (34/45) 20 (26/34) 15 (20/26) 14 (18/23) 10 (13/17) 10 (8) identify 50 100 (132/176) 75 (99/132) 66 (88/117) 50 (66/88) 38 (50/66) 34 (44/59) 25 (33/44) 25 (19) light 60 120 (160/212) 90 (120/159) 80 (106/141) 60 (80/106) 45 (60/80) 40 (54/71) 30 (40/53) 30 (23) blank paper ("unlabeled scroll"), enchant weapon 80 160 (212/282) 120 (159/211) 106 (141/188) 80 (106/141) 60 (80/106) 54 (71/94) 40 (53/70) 40 (30) enchant armor, remove curse 100 200 (266/354) 150 (199/265) 133 (177/236) 100 (133/177) 75 (100/133) 67 (89/118) 50 (66/88) 50 (38) confuse monster, destroy armor, fire, food detection, gold detection, magic mapping, scare monster, teleportation 200 400 (532/708) 300 (399/531) 266 (354/472) 200 (266/354) 150 (200/266) 134 (178/236) 100 (133/177) 100 (75) amnesia, create monster, earth, taming 300 600 (800/1066) 450 (600/799) 400 (533/710) 300 (400/533) 225 (300/400) 200 (267/356) 150 (200/266) 150 (113) charging, genocide, punishment, stinking cloud Prices in NetHack 3.6.0 and later Base cost Cha ≤ 5 Cha 6–7 Cha 8–10 Cha 11–15 Cha 16–17 Cha 18 Cha ≥ 19 Selling price Scroll types 20 40 (53/71) 30 (40/53) 27 (36/47) 20 (27/36) 15 (20/27) 13 (18/24) 10 (13/18) 10 (8) identify 50 100 (133/178) 75 (100/133) 67 (89/119) 50 (67/89) 38 (50/67) 33 (44/59) 25 (33/44) 25 (19) light 60 120 (160/213) 90 (120/160) 80 (107/142) 60 (80/107) 45 (60/80) 40 (53/71) 30 (40/53) 30 (23) blank paper ("unlabeled scroll"), enchant weapon 80 160 (213/284) 120 (160/213) 107 (142/190) 80 (107/142) 60 (80/107) 53 (71/95) 40 (53/71) 40 (30) enchant armor, remove curse 100 200 (267/356) 150 (200/267) 133 (178/237) 100 (133/178) 75 (100/133) 67 (89/119) 50 (67/89) 50 (38) confuse monster, destroy armor, fire, food detection, gold detection, magic mapping, scare monster, teleportation 200 400 (533/711) 300 (400/533) 267 (356/474) 200 (267/356) 150 (200/267) 133 (178/237) 100 (133/178) 100 (75) amnesia, create monster, earth, taming 300 600 (800/1067) 450 (600/800) 400 (533/711) 300 (400/533) 225 (300/400) 200 (267/356) 150 (200/267) 150 (113) charging, genocide, punishment, stinking cloud If the scroll costs 20zm, 50zm, or 60zm, it is uniquely identified. Identification of more expensive scrolls usually involves using the spell or scroll of identify. If you choose to read an unknown scroll, you should always make sure the unknown scroll is not cursed, and never read it while confused. If the scroll costs 80zm, it is either enchant armor or remove curse. Both are harmless, unless the scroll is cursed or you are confused. Before reading, you may want to bless the scroll, wear only armor you want to enchant, and hold all the cursed items you want to uncurse. Among scrolls that cost 100zm, there are two dangerous scrolls, fire and destroy armor. Before reading, to protect from ill effects of the former, put all your scrolls, potions, and spellbooks into a container, or into a closet, or leave them on a different level, or just leave them at least 2 squares from you (but then you should beware of the danger of them being picked up by a monster if you encountered a scroll of teleportation. To protect from ill effects of both scrolls, make sure all your armor, except a shirt covered by a body armor or cloak, and body armor covered by a cloak, is something you can afford to lose. If the scroll costs 200zm, the only dangerous scroll is amnesia, but it is really bad, and you cannot protect from it. Unless you have identified the scroll of amnesia, don't read an unkown 200-zorkmid scroll. Identify it by other means. If the scroll costs 300zm, the only dangerous scroll is punishment. In Nethack 3.4.3, there is a simple way to get rid of the heavy iron ball, involving a pit and a boulder, but since 3.6.0, it doesn't work. Don't read the scroll unless you have a non-cursed scroll of remove curse or a wand of opening, or unless you know and can cast a knock spell, or can polymorph into a nymph or metallivore. Alternatively, you can bless the scroll and then read it. Blessed scrolls of punishment are harmless, and blessed scrolls of genocide and charging are more powerful than uncursed scrolls. Finally, if you are absolutely sure it is not a scroll of genocide, you can read it while confused. Beware! Reading a scroll of genocide while confused would genocide your own race, thus killing you, even if you are wearing an amulet of life saving. Potions Prices in NetHack 3.4.3 and earlier Base cost Cha ≤ 5 Cha 6–7 Cha 8–10 Cha 11–15 Cha 16–17 Cha 18 Cha ≥ 19 Selling price Potion types 0 10 (12/16) 7 (9/12) 6 (8/10) 5 (6/8) 4 (5/6) 4 (4/6) 2 (3/4) 0 water (uncursed) 50 100 (132/176) 75 (99/132) 66 (88/117) 50 (66/88) 38 (50/66) 34 (44/59) 25 (33/44) 25 (19) booze, fruit juice, see invisible, sickness 100 200 (266/354) 150 (199/265) 133 (177/236) 100 (133/177) 75 (100/133) 67 (89/118) 50 (66/88) 50 (38) confusion, extra healing, hallucination, healing, holy water ("blessed clear potion"), unholy water ("cursed clear potion"), restore ability, sleeping 150 300 (400/532) 225 (300/399) 200 (266/354) 150 (200/266) 113 (150/200) 100 (134/178) 75 (100/133) 75 (57) blindness, gain energy, invisibility, monster detection, object detection 200 400 (532/708) 300 (399/531) 266 (354/472) 200 (266/354) 150 (200/266) 134 (178/236) 100 (133/177) 100 (75) enlightenment, full healing, levitation, polymorph, speed 250 500 (666/888) 375 (499/666) 333 (444/592) 250 (333/444) 188 (250/333) 167 (222/296) 125 (166/222) 125 (94) acid, oil 300 600 (800/1066) 450 (600/799) 400 (533/710) 300 (400/533) 225 (300/400) 200 (267/356) 150 (200/266) 150 (113) gain ability, gain level, paralysis Prices in NetHack 3.6.0 and later Base cost Cha ≤ 5 Cha 6–7 Cha 8–10 Cha 11–15 Cha 16–17 Cha 18 Cha ≥ 19 Selling price Potion types 0 10 (13/18) 8 (10/13) 7 (9/12) 5 (7/9) 4 (5/7) 3 (4/6) 3 (3/4) 0 (0) water (uncursed) 50 100 (133/178) 75 (100/133) 67 (89/119) 50 (67/89) 38 (50/67) 33 (44/59) 25 (33/44) 25 (19) booze, fruit juice, see invisible, sickness 100 200 (267/356) 150 (200/267) 133 (178/237) 100 (133/178) 75 (100/133) 67 (89/119) 50 (67/89) 50 (38) confusion, extra healing, hallucination, healing, holy water ("blessed clear potion"), unholy water ("cursed clear potion"), restore ability, sleeping 150 300 (400/533) 225 (300/400) 200 (267/356) 150 (200/267) 113 (150/200) 100 (133/178) 75 (100/133) 75 (56) blindness, gain energy, invisibility, monster detection, object detection 200 400 (533/711) 300 (400/533) 267 (356/474) 200 (267/356) 150 (200/267) 133 (178/237) 100 (133/178) 100 (75) enlightenment, full healing, levitation, polymorph, speed 250 500 (667/889) 375 (500/667) 333 (444/593) 250 (333/444) 188 (250/333) 167 (222/296) 125 (167/222) 125 (94) acid, oil 300 600 (800/1067) 450 (600/800) 400 (533/711) 300 (400/533) 225 (300/400) 200 (267/356) 150 (200/267) 150 (113) gain ability, gain level, paralysis If the potion is water (clear potion), price gives some information about its beatitude. If the price is 0, the water is uncursed; otherwise it is either holy or unholy water. If the price is 250zm, you can ensure it is not cursed, then try to apply it. If it is a potion of oil, it will be lit. Do not do this when the potion is owned by a shop, or you will be forced to pay for the potion and will be charged Yendorian Fuel Tax. Otherwise, price identification of a potion usually includes quaffing it. See Potion §&nbsp;Price identification then quaffing for more information. Rings Prices in NetHack 3.4.3 and earlier Base cost Cha ≤ 5 Cha 6–7 Cha 8–10 Cha 11–15 Cha 16–17 Cha 18 Cha ≥ 19 Selling price Ring types 100 200 (266/354) 150 (199/265) 133 (177/236) 100 (133/177) 75 (100/133) 67 (89/118) 50 (66/88) 50 (38) adornment, hunger*, protection, protection from shape changers, stealth, sustain ability, warning 150 300 (400/532) 225 (300/399) 200 (266/354) 150 (200/266) 113 (150/200) 100 (134/178) 75 (100/133) 75 (57) aggravate monster*, cold resistance, gain constitution, gain strength, increase accuracy, increase damage, invisibility, poison resistance, see invisible, shock resistance 200 400 (532/708) 300 (399/531) 266 (354/472) 200 (266/354) 150 (200/266) 134 (178/236) 100 (133/177) 100 (75) fire resistance, free action, levitation, regeneration, searching, slow digestion, teleportation* 300 600 (800/1066) 450 (600/799) 400 (533/710) 300 (400/533) 225 (300/400) 200 (267/356) 150 (200/266) 150 (113) conflict, polymorph*, polymorph control, teleport control Prices in NetHack 3.6.0 and later Base cost Cha ≤ 5 Cha 6–7 Cha 8–10 Cha 11–15 Cha 16–17 Cha 18 Cha ≥ 19 Selling price Ring types 100 200 (267/356) 150 (200/267) 133 (178/237) 100 (133/178) 75 (100/133) 67 (89/119) 50 (67/89) 50 (38) adornment, hunger*, protection, protection from shape changers, stealth, sustain ability, warning 150 300 (400/533) 225 (300/400) 200 (267/356) 150 (200/267) 113 (150/200) 100 (133/178) 75 (100/133) 75 (56) aggravate monster*, cold resistance, gain constitution, gain strength, increase accuracy, increase damage, invisibility, poison resistance, see invisible, shock resistance 200 400 (533/711) 300 (400/533) 267 (356/474) 200 (267/356) 150 (200/267) 133 (178/237) 100 (133/178) 100 (75) fire resistance, free action, levitation, regeneration, searching, slow digestion, teleportation* 300 600 (800/1067) 450 (600/800) 400 (533/711) 300 (400/533) 225 (300/400) 200 (267/356) 150 (200/267) 150 (113) conflict, polymorph*, polymorph control, teleport control An asterisk (*) indicates that this ring is generated cursed 90% of the time. The most useful rings to price-identify are the most expensive and most powerful rings: the 200zm and 300zm rings. All 200zm rings, provided they are non-cursed, are useful and safe to wear. These include the rings of free action, slow digestion, searching, levitation, regeneration, fire resistance and teleportation. It is important to only wear rings from this group known to be non-cursed, since uncontrolled teleportitis or a cursed ring of levitation may be hazardous. The ring of levitation auto-identifies when worn; the effects of the other 200zm rings, with the probable exceptions of fire resistance or teleportation if you already have the intrinsics, will eventually become clear if you wear the rings. The ring of regeneration can also be quickly tested for: wear it, throw a (preferably non-breakable) object up to lose a few hit points, and watch if you re-gain them every turn. The 300zm rings include the rings of conflict, teleport control, polymorph, and polymorph control. The first two are among the most coveted items in the game and are frequent wish targets, however the ring of polymorph means that 300zm rings are not generally safe to wear. Conflict can still be easily identified by wearing it for a turn or two around a peaceful monster (remember that a shopkeeper, aligned priest, or your Quest leader are probably not wise choices). Teleport control can also be identified by putting on the ring and triggering a teleport (via trap, scroll, wand, etc.) If your 300zm ring is neither of these, do not wear it; use a scroll, spell, a handy sink or a source of enlightenment to reliably identify the other 300zm rings. Alternately, a riskier method of determining whether a 300zm ring is safe to wear is simply to wear it for a few hundred turns without wearing a shirt, cloak, or body armor (or wearing junk armor); that way, if you polymorph you will not break your useful armor. Wands Prices in NetHack 3.4.3 and earlier Base cost Cha ≤ 5 Cha 6–7 Cha 8–10 Cha 11–15 Cha 16–17 Cha 18 Cha ≥ 19 Selling price Wand types 100 200 (266/354) 150 (199/265) 133 (177/236) 100 (133/177) 75 (100/133) 67 (89/118) 50 (66/88) 50 (38) light, nothing 150 300 (400/532) 225 (300/399) 200 (266/354) 150 (200/266) 113 (150/200) 100 (134/178) 75 (100/133) 75 (57) digging, enlightenment, locking, magic missile, make invisible, opening, probing, secret door detection, slow monster, speed monster, striking, undead turning 175 350 (466/620) 262 (349/465) 233 (310/413) 175 (233/310) 132 (175/233) 117 (156/207) 87 (116/155) 87 (66) cold, fire, lightning, sleep 200 400 (532/708) 300 (399/531) 266 (356/472) 200 (266/354) 150 (200/266) 134 (178/236) 100 (133/177) 100 (75) cancellation, create monster, polymorph, teleportation 500 1000 (1332/1776) 750 (999/1332) 666 (888/1184) 500 (666/888) 375 (500/666) 334 (444/592) 250 (333/444) 250 (188) death, wishing Prices in NetHack 3.6.0 and later Base cost Cha ≤ 5 Cha 6–7 Cha 8–10 Cha 11–15 Cha 16–17 Cha 18 Cha ≥ 19 Selling price Wand types 100 200 (267/356) 150 (200/267) 133 (178/237) 100 (133/178) 75 (100/133) 67 (89/119) 50 (67/89) 50 (38) light, nothing 150 300 (400/533) 225 (300/400) 200 (267/356) 150 (200/267) 113 (150/200) 100 (133/178) 75 (100/133) 75 (56) digging, enlightenment, locking, magic missile, make invisible, opening, probing, secret door detection, slow monster, speed monster, striking, undead turning 175 350 (467/622) 263 (350/467) 233 (311/415) 175 (233/311) 131 (175/233) 117 (156/207) 88 (117/156) 88 (66) cold, fire, lightning, sleep 200 400 (533/711) 300 (400/533) 267 (356/474) 200 (267/356) 150 (200/267) 133 (178/237) 100 (133/178) 100 (75) cancellation, create monster, polymorph, teleportation 500 1000 (1333/1778) 750 (1000/1333) 667 (889/1185) 500 (667/889) 375 (500/667) 333 (444/593) 250 (333/444) 250 (188) death, wishing It is usually better to engrave ID wands to determine their identity, however base 175zm wands found in shops are all useful (cold, sleep, fire, or lightning), price identification can distinguish a wand of sleep from a wand of death without using another charge, any wand that makes engravings vanish that has a base price of 150zm is a wand of make invisible, and any wand that gives no message when engraved with a base price of 100zm is a wand of nothing. Spellbooks Prices in NetHack 3.6.0 and later Base cost Cha ≤ 5 Cha 6–7 Cha 8–10 Cha 11–15 Cha 16–17 Cha 18 Cha ≥ 19 Selling price Spellbook types 100 200 (267/356) 150 (200/267) 133 (178/237) 100 (133/178) 75 (100/133) 67 (89/119) 50 (67/89) 50 (38) Level 1 books: force bolt, protection, detect monsters, light, sleep, jumping, healing, knock 200 400 (533/711) 300 (400/533) 267 (356/474) 200 (267/356) 150 (200/267) 133 (178/237) 100 (133/178) 100 (75) Level 2 books: magic missile, drain life, create monster, detect food, confuse monster, slow monster, cure blindness, wizard lock 300 600 (800/1067) 450 (600/800) 400 (533/711) 300 (400/533) 225 (300/400) 200 (267/356) 150 (200/267) 150 (113) Level 3 books: remove curse, clairvoyance, detect unseen, identify, cause fear, charm monster, haste self, cure sickness, extra healing, stone to flesh 400 800 (1067/1422) 600 (800/1067) 533 (711/948) 400 (533/711) 300 (400/533) 267 (356/474) 200 (267/356) 200 (150) Level 4 books: cone of cold, fireball, detect treasure, invisibility, levitation, restore ability 500 1000 (1333/1778) 750 (1000/1333) 667 (889/1185) 500 (667/889) 375 (500/667) 333 (444/593) 250 (333/444) 250 (188) Level 5 books: magic mapping, dig 600 1200 (1600/2133) 900 (1200/1600) 800 (1067/1422) 600 (800/1067) 450 (600/800) 400 (533/711) 300 (400/533) 300 (225) Level 6 books: create familiar, turn undead, teleport away, polymorph 700 1400 (1867/2489) 1050 (1400/1867) 933 (1244/1659) 700 (933/1244) 525 (700/933) 467 (622/830) 350 (467/622) 350 (263) Level 7 books: finger of death, cancellation Determining the level of a spellbook can be very useful for spellcasters, since it can eliminate books that are much too high level to be read, and reveal books that should be easy to read. However, knowing the level of a spellbook is not very helpful unless the book is also BUC identified. Amulets All amulets cost 150zm and weigh 20, so they cannot be distinguished using price identification. Variants SLASH'EM Price identification is more complicated in SLASH'EM, partly due to the addition of several new items, and partly due to discriminatory role-based markups: Barbarians pay triple the base price ("Barbarians are gullible") Rogues pay double the base price ("Rogues are untrustworthy") Samurai pay double the base price ("Samurai are from out of town") Furthermore, in the black market, magical items cost 50 times the base price, and nonmagical items cost 25 times the base price. These markups are applied in this order, after any relevant unidentified item surcharge, sucker markup, and charisma modifier. Relevant parts of above tables that change are given in the table below. Prices in SLASH'EM Category Base cost Cha ≤ 5 Cha 6–7 Cha 8–10 Cha 11–15 Cha 16–17 Cha 18 Cha ≥ 19 Selling price Item types Rings 100 200 (266/354) 150 (199/265) 133 (177/236) 100 (133/177) 75 (100/133) 67 (89/118) 50 (66/88) 50 (38) adornment, hunger*, mood, protection, protection from shape changers, sleeping* stealth, sustain ability, warning 150 300 (400/532) 225 (300/399) 200 (266/354) 150 (200/266) 113 (150/200) 100 (134/178) 75 (100/133) 75 (57) aggravate monster*, cold resistance, gain constitution, gain dexterity, gain intelligence, gain strength, gain wisdom, increase accuracy, increase damage, invisibility, poison resistance, see invisible, shock resistance Wands 150 300 (400/532) 225 (300/399) 200 (266/354) 150 (200/266) 113 (150/200) 100 (134/178) 75 (100/133) 75 (57) digging, enlightenment, healing, locking, magic missile, make invisible, opening, probing, secret door detection, slow monster, speed monster, striking, undead turning 175 350 (466/620) 262 (349/465) 233 (310/413) 175 (233/310) 132 (175/233) 117 (156/207) 87 (116/155) 87 (66) cold, draining, fire, lightning, sleep 200 400 (532/708) 300 (399/531) 266 (354/472) 200 (266/354) 150 (200/266) 134 (178/236) 100 (133/177) 100 (75) cancellation, create monster, fear, polymorph, teleportation 300 600 (800/1066) 450 (600/799) 400 (533/710) 300 (400/533) 225 (300/400) 200 (267/356) 150 (200/266) 150 (113) create horde, extra healing, fireball Potions 50 100 (132/176) 75 (99/132) 66 (88/117) 50 (66/88) 38 (50/66) 34 (44/59) 25 (33/44) 25 (19) blood ("blood-red potion"), booze, fruit juice, see invisible, sickness 100 200 (266/354) 150 (199/265) 133 (177/236) 100 (133/177) 75 (100/133) 67 (89/118) 50 (66/88) 50 (38) amnesia ("sparkling potion"), clairvoyance, confusion, extra healing, hallucination, healing, holy water ("blessed clear potion"), unholy water ("cursed clear potion"), restore ability, sleeping 150 300 (400/532) 225 (300/399) 200 (266/354) 150 (200/266) 113 (150/200) 100 (134/178) 75 (100/133) 75 (57) blindness, ESP, gain energy, invisibility, monster detection, object detection 300 600 (800/1066) 450 (600/799) 400 (533/710) 300 (400/533) 225 (300/400) 200 (267/356) 150 (200/266) 150 (113) gain ability, gain level, invulnerability, paralysis 350 700 (932/1242) 525 (699/931) 466 (621/828) 350 (466/621) 263 (350/466) 234 (311/414) 175 (233/310) 175 (132) vampire blood ("blood-red potion") Robes 25 50 (66/88) 37 (49/66) 33 (44/58) 25 (33/44) 19 (25/33) 17 (22/30) 12 (16/22) 12 (9) robe 50 100 (132/176) 75 (99/132) 66 (88/117) 50 (66/88) 38 (50/66) 34 (44/59) 25 (33/44) 25 (19) power, protection, weakness Cloaks 40 80 (106/140) 60 (79/105) 53 (70/93) 40 (53/70) 30 (40/53) 27 (36/47) 20 (26/35) 20 (15) leather, orcish ("coarse mantelet"), poisonous 60 120 (160/212) 90 (120/159) 80 (106/141) 60 (80/106) 45 (60/80) 40 (54/71) 30 (40/53) 30 (23) elven ("faded pall"), invisibility, lab coat ("white coat"), magic resistance GruntHack In GruntHack, shopkeepers that hate your race increase the buy price of every item by 33% (multiplying by 4⁄3), and cut the sell price of every item by 66% (dividing by 3). The base price of any item is increased if it has object properties: 100 for one property, 500 for two properties, 1000 for three properties, and so on. Additionally, whenever in a shop you can view the prices of any items you have within a container you own in your inventory, even if the shop would not normally take that type of item. UnNetHack In UnNetHack, the random 25% reduction of selling price is applied per shop, rather than per item. Additionally, Tourists have a 1⁄3 chance of all items in a shop being identified the first time they enter it. FIQHack In FIQHack, all items in shops are automatically identified for Tourists, including items that you sell to shopkeepers. History In NetHack 3.4.3, the random modifiers for unidentified items also applied to identified items; all surcharges and price reductions are also applied sequentially, using integer arithmetic. For example, if a character with charisma 7 buying an item with base price of 100 is charged an unidentified surcharge, the shopkeeper's price is calculated as follows: 100 base price 4⁄3 unidentified surcharge multiplier = 100 × 4⁄3 = 133 3⁄2 charisma multiplier = 133&nbsp;× 3⁄2 = 199 In 3.6.* versions, the calculation accumulates integer multipliers and divisors for all adjustments, then applies these once at the end to get the effective price. Thus for the same example, the calculation will be: (4⁄3) × (3⁄2) = 12⁄6 100&nbsp;× 12⁄6 = 200 This sometimes results in prices 1 to 2 zorkmids higher or lower than would be obtained in previous versions. The stated intention of this change is to make price identification harder by ensuring that the price of items marked up twice more often equals another base price, e.g. 200zm instead of 199zm. Another consequence of this method is that the order in which adjustments are applied no longer matters. Before NetHack 3.6.1, the random modifier for selling unidentified items was determined per-sale, not per-shopkeeper. By repeatedly dropping the item, declining the sale, and picking it up again, you'd eventually get two different quotes, the higher of which was the correct one. References ↑ src/shk.c in NetHack 3.6.6, line 2134 ↑ src/shk.c in NetHack 3.6.6, line 2128 External links Various external tools exist for the purpose of aiding in price IDing: Clippy Determine Objects by their Price, which is more accurate due to taking some more corner cases into account, but less broad because it only works magical items and excludes weapons, armor, tools, and gems. Consolidated item tables on alt.org, which are 3.4.3-specific and lists the base price of every single item (which has not changed since) NetHack Shopping Spoiler, another 3.4.3-specific resource mirrored on alt.org DizzyPrice via archive.org, an open-source price ID tool updated to the new rounding method for the NetHack 3.6.0 series. #annotate at NetHackathon, a companion app that contains a price ID tool and several other note-taking features
# Source:NetHack 3.4.3/dat/wizhelp Below is the full text to dat/wizhelp from NetHack 3.4.3. See also Wizard mode for longer description. Debug-Mode Quick Reference: ^E == detect secret doors and traps. ^F == do magic mapping. ^G == create monster. ^I == identify items in pack. ^O == tell locations of special levels. ^T == do intra-level teleport. ^V == do trans-level teleport. ^W == make wish. ^X == show attributes including intrinsic attributes. #levelchange == change experience level #lightsources == show mobile light sources #monpolycontrol == control monster polymorphs #panic == panic test #polyself == polymorph self #seenv == show seen vectors #stats == show memory statistics #timeout == look at timeout queue #vision == show vision array #wmode == show wall modes This page may need to be updated for the current version of NetHack. It may contain text specific to NetHack 3.4.3. Information on this page may be out of date. Editors: After reviewing this page and making necessary edits, please change the {{nethack-343}} tag to the current version's tag or {{noversion}} as appropriate.
# Related changes Enter a page name to see changes on pages linked to or from that page. (To see members of a category, enter Category:Name of category). Changes to pages on your Watchlist are in bold. Recent changes options Show last 50 | 100 | 250 | 500 changes in last 1 | 3 | 7 | 14 | 30 daysHide registered users | Hide anonymous users | Hide my edits | Show bots | Hide minor editsShow new changes starting from 17:57, 24 July 2023 Namespace: all (Main) Talk User User talk NetHackWiki NetHackWiki talk File File talk MediaWiki MediaWiki talk Template Template talk Help Help talk Category Category talk Source Source talk Forum Forum talk Video Video talk User blog User blog talk Blog Blog talk Module Module talk &nbsp;Invert selection &nbsp;Associated namespaceTag filter:Page name: Show changes to pages linked to the given page instead List of abbreviations: N This edit created a new page (also see list of new pages) m This is a minor edit b This edit was performed by a bot (±123) The page size changed by this number of bytes 22 July 2023 &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;20:27&nbsp; Rogue‎‎ (2 changes | history) . . (-21)‎ . . [Umbire the Phantom‎; Coz‎] &nbsp;m&nbsp;&nbsp;&nbsp; 20:27 (cur | prev) . . (-29)‎ . . Umbire the Phantom (talk | contribs) (we have *enough* Grays links. Stormbringer is fine, but honestly needs to be mentioned way earlier in this strategy section) &nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 14:16 (cur | prev) . . (+8)‎ . . Coz (talk | contribs) (Added more links to Grayswandir and Stormbringer) 20 July 2023 &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;10:30&nbsp; Rogue‎ (diff | hist) . . (+4)‎ . . Coz (talk | contribs) (Added link to the Master Key of Thievery)
# Object materials (SpliceHack) SpliceHack and SpliceHack-Rewrite are among the many variants with an object materials system, allowing items of the same type to be made of many different materials[1] - for example, skeleton keys can occur in iron, plastic and mithril forms among others. Contents 1 Material properties 2 Materials by percentage 3 Material hatred 4 Changing materials 5 New materials 5.1 Adamantine 5.2 Orichalcum 5.3 Shadeweave 5.4 Gelatinous 6 References Material properties As with most object properties systems, the materials available to objects in SpliceHack have their weight and AC adjusted relative to already-existing materials such as iron, with bonuses and penalties to AC and damage depending on the material of the weapon or armor. Different materials are also subject to different types of erosion, while some are inherently proofed against erosion; some materials may be organic, metallic, or neither, and materials considered flimsy in vanilla NetHack remain unchanged in SpliceHack.[2][3][4][5][6][7][8][9][10] Some materials have a different name in-game than in the source code. Id Material Name Density AC Damage Erosion Type Category 0 undefined mysterious ? ? burn, rot organic 1 liquid 10 0 organic 2 wax 15 1 burn, rot organic 3 veggy organic 10 1 burn, rot organic 4 flesh 10 3 burn, rot organic 5 paper 5 1 -2 burn, rot organic 6 cloth 10 2 burn, rot organic 7 leather 15 3 burn, rot organic 8 wood 30 4 -1 for blades burn, rot organic 9 bone 25 4 10 dragon hide 20 10 11 iron 80 5 corrode, rust metallic 12 metal 70 5 metallic 13 copper 85 4 corrode metallic 14 silver 90 5 metallic 15 gold 120 3 +2 for blunt weapons metallic 16 platinum 120 4 +2 for blunt weapons metallic 17 adamantine 60 7 +3 for sharp weapons metallic 18 cold iron 80 5 rust metallic 19 mithril 50 6 metallic 20 orichalcum 90 6 21 plastic 20 3 -2 burn 22 slime gelatinous 50 3 -4 23 glass 60 5 +3 for sharp weapons 24 gemstone crystal 55 7 +3 for sharp weapons 25 shadow shadeweave 1 3 26 mineral stone 70 6 +1 for blunt weapons Materials by percentage The tables in this section show the probabilities of items being generated as a different material than normal.[11] The table immediately below applies to most weapons, weapon-tools and armor. Chests, large boxes and masks also count as "normally wooden", while skeleton keys, lock picks and tin openers count as "normally metal". Material Normally iron or metal Normally wooden Normally cloth Normally leather keep default 74.0 wax 0.1 0.1 0.1 0.1 paper 0.1 1.0 2.7 1.0 cloth 79.9 17.0 leather 10.0 74.7 wood 5.0 78.8 bone 1.0 3.0 iron 4.9 5.0 copper 3.0 1.0 silver 5.0 1.0 gold 1.0 adamantine 0.1 cold iron 0.1 mithril 3.0 orichalcum 0.1 plastic 0.8 7.0 6.9 slime 0.1 0.1 0.1 0.1 glass 1.0 gemstone 0.1 shadow 0.1 0.2 0.2 mineral 0.5 10.0 In the following table, "shiny" items include the shield of reflection, resonant shield, ornate mace, chakram, and most amulets. "Resonant" items are the bugle, lantern, oil lamp, magic lamp, magic whistle, flute, magic flute, harp, magic harp and lute. Material shiny resonant keep default 54.3 iron 12.0 5.0 metal 5.0 copper 22.0 25.0 silver 29.5 6.0 gold 10.0 3.0 platinum 1.8 1.0 adamantine 0.5 0.1 mithril 7.0 5.0 orichalcum 0.1 0.1 slime 0.1 glass 12.0 gemstone 0.5 The following table applies to all dwarven items and elven items except the elven helm (and lembas wafer). Material dwarven elven wood 79.9 iron 84.5 copper 2.0 10.0 silver 1.0 3.0 gold 1.0 2.0 platinum 0.9 adamantine 0.2 mithril 9.8 5.0 orichalcum 0.1 gemstone 0.5 shadow 0.1 The following table has a couple of exceptions for specific groups of items. Material firearms horns elven helm bows leather 70.0 wood 5.0 9.9 75.0 bone 68.5 4.0 iron 64.5 7.0 copper 12.5 10.0 20.0 4.0 silver 12.5 5.0 2.0 gold 1.0 1.5 1.0 platinum 1.0 adamantine 0.5 0.5 mithril 7.0 8.0 5.0 orichalcum 1.0 0.5 plastic 2.0 gemstone 0.5 shadow 0.5 0.1 Finally, the bullwhip, flaming lash and all items not categorized above are only generated in their base materials. This means all comestibles, potions, scrolls and spellbooks are only available in their base materials. Material hatred Certain monsters receive extra damage when attacked by specific materials.[12] [13] Material Extra damage Monster silver d20 demons, vampires (even when shapeshifted), werecreatures, infernal players iron, cold iron d20 elves, nymphs, minor demons, baobhan-sith copper d6 fungi, monsters with disease or sickness attacks Changing materials Items can change materials through contact with a transmuter or the reading of a scroll of change material. New materials Adamantine Wikipedia has an article about: Adamant Adamantine is a new material in SpliceHack. It is a metal with higher weight and armor class than mithril. Edged weapons made of adamantine have a +3 damage bonus. It is probably based on the "adamant" and "adamantine" materials mentioned in Greek mythology and in Paradise Lost. Orichalcum Wikipedia has an article about: Orichalcum Orichalcum is a new material in SpliceHack. It offers the same armor class as mithril but is heavier. It is mentioned in some ancient Greek writings, and is often associated with the lost city of Atlantis. The ancient legends and the above materials percentages would suggest that orichalcum is a metal: however, it is internally treated as non-metallic. Shadeweave Shadeweave is a new material in SpliceHack. Shadeweave items are extremely lightweight. Gelatinous For the gelatinous cube monster, see gelatinous cube. Gelatinous is a new material in SpliceHack, notable for having a -4 damage penalty when used for weapons. References ↑ https://github.com/NullCGT/SpliceHack/blob/Spl-R-1.1.0/include/objclass.h#L12 ↑ https://github.com/NullCGT/SpliceHack/blob/Spl-R-1.1.0/src/decl.c#L107-L114 ↑ https://github.com/NullCGT/SpliceHack/blob/Spl-R-1.1.0/src/mkobj.c#L1538 ↑ https://github.com/NullCGT/SpliceHack/blob/Spl-R-1.1.0/src/mkobj.c#L1667 ↑ https://github.com/NullCGT/SpliceHack/blob/Spl-R-1.1.0/src/weapon.c#L62-L63 ↑ https://github.com/NullCGT/SpliceHack/blob/Spl-R-1.1.0/src/weapon.c#L510-L546 ↑ https://github.com/NullCGT/SpliceHack/blob/Spl-R-1.1.0/include/objclass.h#L93-L97 ↑ https://github.com/NullCGT/SpliceHack/blob/Spl-R-1.1.0/src/mkobj.c#L1960-L1983 ↑ https://github.com/NullCGT/SpliceHack/blob/Spl-R-1.1.0/include/objclass.h#L87-L89 ↑ https://github.com/NullCGT/SpliceHack/blob/Spl-R-1.1.0/include/obj.h#L390-L391 ↑ https://github.com/NullCGT/SpliceHack/blob/Spl-R-1.1.0/src/mkobj.c#L3194-L3443 ↑ https://github.com/NullCGT/SpliceHack/blob/Spl-R-1.1.0/src/mondata.c#L317 ↑ https://github.com/NullCGT/SpliceHack/blob/Spl-R-1.1.0/src/mondata.c#L347
# Talk:NetHack 1.4f source code About three dozen source files in 1.4f are the same as in 1.3d. Should those perhaps be redirects? -- Ray Chason 04:36, 2 September 2006 (UTC) Yes, they should redirect. Among other things, this means if someone annotates parts of one version, we don't have to update the other(s). --Eidolos 05:35, 2 September 2006 (UTC) Just be sure to document this so that people won't get confused as to why a 1.4f file redirects to a 1.3d file. --ZeroOne 10:56, 2 September 2006 (UTC) OK, 35 files replaced with a short note to this effect, and a link to the 1.3d version. I will look out for duplicates in future code uploads. --Jayt 21:03, 3 September 2006 (UTC)
# Category:NetHack 3.0.0 source code This category contains articles containing the source code to NetHack 3.0.0. Pages in category "NetHack 3.0.0 source code" The following 142 pages are in this category, out of 142 total. &nbsp; NetHack 3.0.0 source codeA Source:NetHack 3.0.0/alloc.c Source:NetHack 3.0.0/amiconf.h Source:NetHack 3.0.0/apply.c Source:NetHack 3.0.0/artifact.c Source:NetHack 3.0.0/artifact.h Source:NetHack 3.0.0/attrib.c Source:NetHack 3.0.0/attrib.hB Source:NetHack 3.0.0/bones.cC Source:NetHack 3.0.0/cmd.c Source:NetHack 3.0.0/config.h Source:NetHack 3.0.0/coord.hD Source:NetHack 3.0.0/dbridge.c Source:NetHack 3.0.0/decl.c Source:NetHack 3.0.0/decl.h Source:NetHack 3.0.0/demon.c Source:NetHack 3.0.0/do.c Source:NetHack 3.0.0/dog.c Source:NetHack 3.0.0/dogmove.c Source:NetHack 3.0.0/dokick.c Source:NetHack 3.0.0/dothrow.c Source:NetHack 3.0.0/do name.c Source:NetHack 3.0.0/do wear.cE Source:NetHack 3.0.0/eat.c Source:NetHack 3.0.0/edog.h Source:NetHack 3.0.0/end.c Source:NetHack 3.0.0/engrave.c Source:NetHack 3.0.0/epri.h Source:NetHack 3.0.0/eshk.h Source:NetHack 3.0.0/exper.c Source:NetHack 3.0.0/extern.h Source:NetHack 3.0.0/extralev.cF Source:NetHack 3.0.0/flag.h Source:NetHack 3.0.0/fountain.c Source:NetHack 3.0.0/func tab.hG Source:NetHack 3.0.0/getline.c Source:NetHack 3.0.0/global.h Source:NetHack 3.0.0/gold.hH Source:NetHack 3.0.0/hack.c Source:NetHack 3.0.0/hack.hI Source:NetHack 3.0.0/invent.c Source:NetHack 3.0.0/ioctl.cL Source:NetHack 3.0.0/lev.h Source:NetHack 3.0.0/lev comp.c Source:NetHack 3.0.0/lev comp.h Source:NetHack 3.0.0/lev lex.c Source:NetHack 3.0.0/lev main.c Source:NetHack 3.0.0/lock.cM Source:NetHack 3.0.0/mail.c Source:NetHack 3.0.0/makedefs.c Source:NetHack 3.0.0/makemon.c Source:NetHack 3.0.0/mcastu.c Source:NetHack 3.0.0/mfndpos.h Source:NetHack 3.0.0/mhitm.c Source:NetHack 3.0.0/mhitu.c Source:NetHack 3.0.0/mklev.c Source:NetHack 3.0.0/mkmaze.c Source:NetHack 3.0.0/mkobj.c Source:NetHack 3.0.0/mkroom.c Source:NetHack 3.0.0/mkroom.h Source:NetHack 3.0.0/mon.c Source:NetHack 3.0.0/monattk.h Source:NetHack 3.0.0/mondata.c Source:NetHack 3.0.0/mondata.h Source:NetHack 3.0.0/monflag.h Source:NetHack 3.0.0/monmove.c Source:NetHack 3.0.0/monst.c Source:NetHack 3.0.0/monst.h Source:NetHack 3.0.0/monsym.h Source:NetHack 3.0.0/msdos.h Source:NetHack 3.0.0/mthrowu.c Source:NetHack 3.0.0/music.cO Source:NetHack 3.0.0/obj.h Source:NetHack 3.0.0/objclass.h Source:NetHack 3.0.0/objects.c Source:NetHack 3.0.0/objnam.c Source:NetHack 3.0.0/options.c Source:NetHack 3.0.0/osbind.h Source:NetHack 3.0.0/o init.cP Source:NetHack 3.0.0/pager.c Source:NetHack 3.0.0/panic.c Source:NetHack 3.0.0/patchlevel.h Source:NetHack 3.0.0/pcconf.h Source:NetHack 3.0.0/permonst.h Source:NetHack 3.0.0/pickup.c Source:NetHack 3.0.0/polyself.c Source:NetHack 3.0.0/potion.c Source:NetHack 3.0.0/pray.c Source:NetHack 3.0.0/pri.c Source:NetHack 3.0.0/priest.c Source:NetHack 3.0.0/prisym.c Source:NetHack 3.0.0/prop.hR Source:NetHack 3.0.0/read.c Source:NetHack 3.0.0/restore.c Source:NetHack 3.0.0/rip.c Source:NetHack 3.0.0/rm.h Source:NetHack 3.0.0/rnd.c Source:NetHack 3.0.0/rumors.c Source:NetHack 3.0.0/rumors.fal Source:NetHack 3.0.0/rumors.truS Source:NetHack 3.0.0/save.c Source:NetHack 3.0.0/search.c Source:NetHack 3.0.0/shk.c Source:NetHack 3.0.0/shknam.c Source:NetHack 3.0.0/sit.c Source:NetHack 3.0.0/sounds.c Source:NetHack 3.0.0/spell.c Source:NetHack 3.0.0/spell.h Source:NetHack 3.0.0/sp lev.c Source:NetHack 3.0.0/sp lev.h Source:NetHack 3.0.0/steal.c Source:NetHack 3.0.0/system.hT Source:NetHack 3.0.0/termcap.c Source:NetHack 3.0.0/timeout.c Source:NetHack 3.0.0/topl.c Source:NetHack 3.0.0/topten.c Source:NetHack 3.0.0/tosconf.h Source:NetHack 3.0.0/track.c Source:NetHack 3.0.0/tradstdc.h Source:NetHack 3.0.0/trap.c Source:NetHack 3.0.0/trap.h Source:NetHack 3.0.0/trapname.hU Source:NetHack 3.0.0/uhitm.c Source:NetHack 3.0.0/unixconf.h Source:NetHack 3.0.0/unixmain.c Source:NetHack 3.0.0/unixtty.c Source:NetHack 3.0.0/unixunix.c Source:NetHack 3.0.0/u init.cV Source:NetHack 3.0.0/vault.c Source:NetHack 3.0.0/vault.h Source:NetHack 3.0.0/version.cW Source:NetHack 3.0.0/weapon.c Source:NetHack 3.0.0/were.c Source:NetHack 3.0.0/wield.c Source:NetHack 3.0.0/wizard.c Source:NetHack 3.0.0/worm.c Source:NetHack 3.0.0/worn.c Source:NetHack 3.0.0/write.c Source:NetHack 3.0.0/wseg.hY Source:NetHack 3.0.0/you.h Source:NetHack 3.0.0/youprop.hZ Source:NetHack 3.0.0/zap.c
# Gem Item classes "&nbsp;Amulets [&nbsp;Armor %&nbsp;Comestibles $&nbsp;Coins *&nbsp;Gems !&nbsp;Potions =&nbsp;Rings ?&nbsp;Scrolls +&nbsp;Spellbooks `&nbsp;Statues (&nbsp;Tools `&nbsp;Boulders )&nbsp;Weapons /&nbsp;Wands For the material, see gemstone. In NetHack, gems are simple and typically lightweight items found in the dungeon. They come in three varieties: valuable gems, worthless pieces of glass which look similar, and gray stones. Another type of item that uses the same glyph is the rock, which is handled differently. Valuable identified gems may be sold for relatively large amounts of money at most general stores, which makes them valuable as a compact form of money. However, shopkeepers will always buy unidentified gems as if they are worthless glass, and will always sell unidentified gems as if they are valuable, possibly subject to a further 33% surcharge for being unidentified. Valuable gems may also be thrown to a co-aligned unicorn to get a large Luck increase. Throwing any valuable or worthless gem to a unicorn will pacify them, and will variably raise or lower luck in certain cases. See the unicorn page for details. Valuable gems also give score, but as score does not normally matter, this is typically of low importance. Glass and rocks are relatively worthless, though they can be used for throwing if you should wish to conserve your other attacks. Additionally, they can occasionally be polymorphed into more valuable gems if included in a polypile, though it's not worth wasting a wand charge on them. Rocks can also be changed in to meatballs, useful for taming and for sale in shops. Despite the name, a worthless piece of <color> glass will not shatter like other glass items if thrown against a wall or dropped while levitating. You can fire them from slings as a lighter version of rocks; like rocks, they can be multishot. If they are used as ammo however, both worthless pieces of glass and precious gems may disappear (like arrows). Contents 1 Tables of gems 1.1 By value 1.2 By color 2 Generation and identification 3 Prices when unidentified 4 Gray stones 5 SLASH'EM 5.1 Alchemy with gems 6 Encyclopedia entries 6.1 Gem or rock 6.2 Agate 6.3 Amber 6.4 Diamond 6.5 Dilithium 6.6 Emerald 6.7 Jacinth stone 6.8 Jade 6.9 Obsidian 6.10 Ruby and sapphire 6.11 Topaz stone 6.12 Turquoise stone Tables of gems By value Some gems' appearances can change. In these cases all the options are listed. The actual appearance is randomly chosen from the options at the beginning of each new game, and is consistent throughout that game (if one fluorite is white, all fluorites in that game will be white). The hardness of a gem can be tested by #engraving with it; if the gem is hard, the game will prompt "What do you want to engrave?"; if it is soft, "What do you want to write in the dust?" * Name Description Cost&nbsp;(zm) Weight Hardness Prob (‰) Material * dilithium crystal white gem 4500 1 soft 2 gemstone * diamond white gem 4000 1 HARD 3 gemstone * ruby red gem 3500 1 HARD 4 gemstone * jacinth stone orange gem 3250 1 HARD 3 gemstone * sapphire blue gem 3000 1 HARD 4 gemstone * black opal black gem 2500 1 HARD 3 gemstone * emerald green gem 2500 1 HARD 5 gemstone ** turquoise stone green gemblue gem 2000 1 soft 6 gemstone * citrine stone yellow gem 1500 1 soft 4 gemstone ** aquamarine stone green gemblue gem 1500 1 HARD 6 gemstone * amber stone yellowish&nbsp;brown&nbsp;gem 1000 1 soft 8 gemstone * topaz stone yellowish&nbsp;brown&nbsp;gem 900 1 HARD 10 gemstone * jet stone black gem 850 1 soft 6 gemstone * opal white gem 800 1 soft 12 gemstone * chrysoberyl stone yellow gem 700 1 soft 8 gemstone * garnet stone red gem 700 1 soft 12 gemstone * amethyst stone violet gem 600 1 soft 14 gemstone * jasper stone red gem 500 1 soft 15 gemstone **** fluorite stone green gemblue gemwhite gemviolet gem 400 1 soft 15 gemstone * jade stone green gem 300 1 soft 10 gemstone * obsidian stone black gem 200 1 soft 9 gemstone * agate stone orange gem 200 1 soft 12 gemstone * worthless piece of white glass white gem 0 1 soft 77 glass * worthless piece of blue glass blue gem 0 1 soft 77 glass * worthless piece of red glass red gem 0 1 soft 77 glass * worthless piece of yellowish brown glass yellowish&nbsp;brown&nbsp;gem 0 1 soft 77 glass * worthless piece of orange glass orange gem 0 1 soft 76 glass * worthless piece of yellow glass yellow gem 0 1 soft 77 glass * worthless piece of black glass black gem 0 1 soft 76 glass * worthless piece of green glass green gem 0 1 soft 77 glass * worthless piece of violet glass violet gem 0 1 soft 77 glass * luckstone gray stone 60 10 soft 10 mineral * loadstone gray stone 1 500 soft 10 mineral * touchstone gray stone 45 10 soft 8 mineral * flint stone gray stone 1 10 soft 10 mineral * rock rock 0 10 soft 100 mineral By color The gems that have a randomized appearance are marked with an asterisk, "*". A user has suggested improving this page or section as follows: "The unidentified sell price column hasn't been updated since 3.4.3 and is out of date, and probably nobody cares enough to update it, because the prices are a huge pain to calculate." Color Possibilities Cost Unidentified sell price Level Hardness 0 1 2 *White dilithium crystal 4500 4 4 6 27 soft diamond 4000 5 5 3 24 HARD opal 800 5 7 3 1 soft fluorite stone* 400 4 7 4 1 soft worthless glass 0 8 6 4 1 soft *Blue sapphire 3000 8 3 6 15 HARD turquoise stone* 2000 5 6 5 6 soft aquamarine stone* 1500 7 3 3 1 HARD fluorite stone* 400 4 7 4 1 soft worthless glass 0 3 7 5 1 soft *Red ruby 3500 6 6 4 21 HARD garnet stone 700 7 4 5 1 soft jasper stone 500 3 6 3 1 soft worthless glass 0 4 3 6 1 soft *Yellowish brown amber stone 1000 8 4 4 1 soft topaz stone 900 3 5 5 1 HARD worthless glass 0 5 4 3 1 soft *Orange jacinth stone 3250 7 7 5 18 HARD agate stone 200 6 4 6 1 soft worthless glass 0 6 5 4 1 soft *Yellow citrine stone 1500 6 7 6 3 soft chrysoberyl stone 700 6 3 4 1 soft worthless glass 0 7 6 5 1 soft *Black black opal 2500 3 4 3 12 HARD jet stone 850 4 6 6 1 soft obsidian stone 200 5 3 5 1 soft worthless glass 0 8 7 6 1 soft *Green emerald 2500 4 5 4 9 HARD aquamarine stone* 1500 7 3 3 1 HARD jade stone 300 7 5 3 1 soft fluorite stone* 400 4 7 4 1 soft turquoise stone* 2000 5 6 5 6 soft worthless glass 0 3 3 3 1 soft *Violet amethyst stone 600 8 5 6 1 soft fluorite stone* 400 4 7 4 1 soft worthless glass 0 4 4 4 1 soft Generation and identification To be formally identified means that a gem can be sold at a shop using its base price instead of just a few zorkmids; even if you've found all the other members of the white gem family, including the worthless glass bauble, the shopkeeper will not take "a white gem called diamond" at face value. Much like other forms of identification, gems can be formally identified by: scrolls or spells of identification, the former of which is generally considered wasteful to use on gems unless it is blessed to begin with Sitting on thrones and hoping for a blessed identification Using a touchstone, which must be blessed to perform formal identification for everyone except gnomes and archeologists (who only require it to be uncursed). Before all that, there are easy ways of determining which gems are worth the effort of formally identifying. Some valuable gems can only be generated at specific dungeon levels or below. If a particular valuable gem would have been created but the dungeon level is not deep enough, a different valuable gem will be generated instead. Dungeon level does not otherwise affect gem probability, and the ratio of randomly generated gems to randomly generated glass is roughly 1:4 regardless of dungeon level. These are the minimum levels for certain valuable gems: Dungeon level Gem 3 citrine stone 6 turquoise stone 9 emerald 12 black opal 15 sapphire 18 jacinth stone 21 ruby 24 diamond 27 dilithium crystal Any other gems not listed above can be generated on any dungeon level. Additionally, there are places where certain types of gems are guaranteed to be generated. Twelve gems – three diamonds (white), three emeralds (green), three rubies (red), and three amethysts (violet) – are guaranteed in the corner turrets of Fort Ludios, for example. Also, each bottom of the Gnomish Mines has several guaranteed gems, including at least an uncursed luckstone and an amethyst. Amethysts have the special property of converting booze into fruit juice, which may be used to informally identify them (and also booze and fruit juice). An uncursed touchstone can easily separate glass from valuable gems. Even without one, there are ways of distinguishing valuable gems from glass. Some players type-name all gems to take advantage of the fact the hardness/color/price/is-glass quadruple is unique for each type of gem. The inventory list automatically creates stacks of different unidentified gems that are described as the same color; there is only one pile of worthless glass of any given color. Next is hardness – all hard gems are valuable – and hardness can easily be tested by trying to engrave with gems on the dungeon floor. If you engrave in the dust, the gem is soft; if you scratch the floor itself, the gem is hard. Of the remaining groups of soft gems, you can throw one of each stack at a cross-aligned unicorn while utilizing naming tricks to keep track of which gems were found, which gems were to be thrown at the unicorn, and which gems were rejected by the unicorn. Cross-aligned unicorns only accept valuable gems "hesitatingly" and there is no Luck penalty for killing them, if without a Pet, though there may be an unknown Luck adjustment when they catch said valuable gems. Do not bother to BUC identify your gems (not counting gray stones) at an altar. They are always generated uncursed and their BUC status has no effect. Marking them uncursed at an altar just causes the gems to fail to stack when you pick up more gems of the same type that haven't been formally BUC identified, wasting inventory slots. This can be particularly annoying if you are distinguishing valuable gems without formally identifying them, e.g. by throwing them at unicorns or using an uncursed touchstone, as it will prevent gems you pick up from stacking with named stacks. Prices when unidentified When selling gems which have not been formally identified to a shop, you will be offered a price from one of the "Unidentified sell price" columns. The values here will sometimes allow you to identify the gem. The column used is fixed for each shop (but may differ between shops), which may allow more gems to be identified if the column can first be determined. The price table depends on compile time options. If you compiled NetHack yourself, check it is still valid. Gray stones A gray stone can be one of the following items: Touchstones may be used to identify glass from gems, and even the variety of gem if it is a blessed touchstone or you are a gnome or archeologist. Luckstones will augment your luck rather impressively; if you have a blessed luckstone and no other luck items, your good Luck will not timeout, bad Luck will, and you'll get +3 extra Luck. Loadstones are a pun (dating back to early editions of Dungeons and Dragons): at 500 weight units, they weigh 50 times as much as the other gray stones, and they autocurse (and are generated cursed) so they cannot be dropped. Flint stones have no particular purpose, but they do slightly better as sling ammo. Unlike other gems, unidentified gray stones are priced by shopkeepers at their normal values, so price identification is a viable way to identify them. SLASH'EM Due to the existence of migohives, identifying four gems is slightly easier in SLASH'EM, because only these gems are generated in migohives: diamonds, rubies, agate stones, and fluorite stones. Hence, if you find a white gem in a migohive and can engrave with it, it's a diamond, and otherwise it's a fluorite stone. Blue, green, or purple gems found in migohives are also fluorite stones. If you find a red gem in a migohive, it's a ruby, and if you find an orange gem, it's an agate stone. Alchemy with gems Valuable gems can be dipped into a potion of acid to make new potions. See Alchemy §&nbsp;Gem alchemy for details. Encyclopedia entries Gem or rock The difference between false memories and true ones is the same as for jewels: it is always the false ones that look the most real, the most brilliant. [ Salvador Dali ] Agate Translucent, cryptocrystalline variety of quartz and a subvariety of chalcedony. Agates are identical in chemical structure to jasper, flint, chert, petrified wood, and tiger's-eye, and are often found in association with opal. The colorful, banded rocks are used as a semiprecious gemstone and in the manufacture of grinding equipment. An agate's banding forms as silica from solution is slowly deposited into cavities and veins in older rock. [ The Columbia Encyclopedia, Sixth Edition ] Amber "Tree sap," Wu explained, "often flows over insects and traps them. The insects are then perfectly preserved within the fossil. One finds all kinds of insects in amber - including biting insects that have sucked blood from larger animals." [ Jurassic Park, by Michael Crichton ] Diamond The hardest known mineral (with a hardness of 10 on Mohs' scale). It is an allotropic form of pure carbon that has crystallized in the cubic system, usually as octahedra or cubes, under great pressure. [ A Concise Dictionary of Physics ] The diamond, _adamas_ or _dyamas_, is a transparent stone, like crystal, but having the colour of polished iron, but it cannot be destroyed by iron, fire or any other means, unless it is placed in the hot blood of a goat; with sharp pieces of diamond other stones are engraved and polished. It is no greater than a small nut. There are six kinds, however Adamant attracts metal; it expels venom; it produces amber (and is efficacious against empty fears and for those resisting spells). It is found in India, in Greece and in Cyprus, where magicians make use of it. It gives you courage; it averts apparitions; it removes anger and quarrels; it heals the mad; it defends you from your enemies. It should be set in gold or silver and worn on the left arm. It is likewise found in Arabia. [ The Aberdeen Bestiary, translated by Colin McLaren ] Dilithium The most famous and the first to be named of the imaginary "minerals" of Star Trek is dilithium. ... Because of this mineral's central role in the storyline, a whole mythology surrounds it. It is, however, a naturally occurring substance within the mythology, as there are various episodes that make reference to the mining of dilithium deposits.... This name itself is imaginary and gives no real information on the structure or make-up of this substance other than that this version of the name implies a lithium and iron-bearing aluminosilicate of some sort. That said, the real mineral that most closely matches the descriptive elements of this name is ferroholmquistite which is a dilithium triferrodiallosilicate. If one goes on the premise that nature follows certain general norms, then one could extrapolate that dilithium might have a similar number of silicon atoms in its structure. Keeping seven (i.e. hepto) ferrous irons and balancing the oxygens would give a theoretical formula of Li2Fe7Al2Si8O27. A mineral with this composition could theoretically exist, although it is doubtful that it would possess the more fantastic properties ascribed to dilithium. [ The Mineralogy of Star Trek, by Jeffrey de Fourestier ] Emerald 'Put off that mask of burning gold With emerald eyes.' 'O no, my dear, you make so bold To find if hearts be wild and wise, And yet not cold.' 'I would but find what's there to find, Love or deceit.' 'It was the mask engaged your mind, And after set your heart to beat, Not what's behind.' 'But lest you are my enemy, I must enquire.' 'O no, my dear, let all that be; What matter, so there is but fire In you, in me?' [ The Mask, by W.B. Yeats ] Jacinth stone Sweet in the rough weather &nbsp;&nbsp;The voice of the turtle-dove- 'Beautiful altogether &nbsp;&nbsp;Is my Love. &nbsp;&nbsp;His Hands are open spread for love And full of jacinth stones- &nbsp;&nbsp;As the apple-tree among trees of the grove Is He among the sons.' [ The Beloved, by May Probyn ] Jade Nothing grew among the ruins of the city. The streets were broken and the walls of the houses had fallen, but there were no weeds flowering in the cracks and it seemed that the city had but recently been brought down by an earthquake. Only one thing still stood intact, towering over the ruins. It was a gigantic statue of white, gray and green jade - the statue of a naked youth with a face of almost feminine beauty that turned sightless eyes toward the north. "The eyes!" Duke Avan Astran said. "They're gone!" [ The Jade Man's Eyes, by Michael Moorcock ] Obsidian A volcanic glass, homogeneous in texture and having a low water content, with a vitreous luster and a conchoidal fracture. The color is commonly black, but may be some shade of red or brown, and cut sections sometimes appear to be green. Like other volcanic glasses, obsidian is a lava that has cooled too quickly for the contained minerals to crystallize. In chemical composition it is rich in silica and similar to granite. It is favored by primitive peoples for knives, arrowheads, spearheads, and other weapons and tools. [ The Columbia Encyclopedia, Sixth Edition ] Ruby and sapphire _Corundum._ Mineral, aluminum oxide, Al2O3. The clear varieties are used as gems and the opaque as abrasive materials. Corundum occurs in crystals of the hexagonal system and in masses. It is transparent to opaque and has a vitreous to adamantine luster. [...] The chief corundum gems are the ruby (red) and the sapphire (blue). [ The Columbia Encyclopedia, Sixth Edition ] Topaz stone Aluminum silicate mineral with either hydroxyl radicals or fluorine, Al2SiO4(F,OH)2, used as a gem. It is commonly colorless or some shade of pale yellow to wine-yellow; [...] The stone is transparent with a vitreous luster. It has perfect cleavage on the basal pinacoid, but it is nevertheless hard and durable. The brilliant cut is commonly used. Topaz crystals, which are of the orthorhombic system, occur in highly acid igneous rocks, e.g., granites and rhyolites, and in metamorphic rocks, e.g., gneisses and schists. [ The Columbia Encyclopedia, Sixth Edition ] Turquoise stone TUBAL: There came divers of Antonio's creditors in my company to Venice that swear he cannot choose but break. SHYLOCK: I am very glad of it; I'll plague him, I'll torture him; I am glad of it. TUBAL: One of them showed me a ring that he had of your daughter for a monkey. SHYLOCK: Out upon her! Thou torturest me, Tubal. It was my turquoise; I had it of Leah when I was a bachelor; I would not have given it for a wilderness of monkeys. [ The Merchant of Venice, by William Shakespeare ] 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. </color>
# Gem Item classes "&nbsp;Amulets [&nbsp;Armor %&nbsp;Comestibles $&nbsp;Coins *&nbsp;Gems !&nbsp;Potions =&nbsp;Rings ?&nbsp;Scrolls +&nbsp;Spellbooks `&nbsp;Statues (&nbsp;Tools `&nbsp;Boulders )&nbsp;Weapons /&nbsp;Wands For the material, see gemstone. In NetHack, gems are simple and typically lightweight items found in the dungeon. They come in three varieties: valuable gems, worthless pieces of glass which look similar, and gray stones. Another type of item that uses the same glyph is the rock, which is handled differently. Valuable identified gems may be sold for relatively large amounts of money at most general stores, which makes them valuable as a compact form of money. However, shopkeepers will always buy unidentified gems as if they are worthless glass, and will always sell unidentified gems as if they are valuable, possibly subject to a further 33% surcharge for being unidentified. Valuable gems may also be thrown to a co-aligned unicorn to get a large Luck increase. Throwing any valuable or worthless gem to a unicorn will pacify them, and will variably raise or lower luck in certain cases. See the unicorn page for details. Valuable gems also give score, but as score does not normally matter, this is typically of low importance. Glass and rocks are relatively worthless, though they can be used for throwing if you should wish to conserve your other attacks. Additionally, they can occasionally be polymorphed into more valuable gems if included in a polypile, though it's not worth wasting a wand charge on them. Rocks can also be changed in to meatballs, useful for taming and for sale in shops. Despite the name, a worthless piece of <color> glass will not shatter like other glass items if thrown against a wall or dropped while levitating. You can fire them from slings as a lighter version of rocks; like rocks, they can be multishot. If they are used as ammo however, both worthless pieces of glass and precious gems may disappear (like arrows). Contents 1 Tables of gems 1.1 By value 1.2 By color 2 Generation and identification 3 Prices when unidentified 4 Gray stones 5 SLASH'EM 5.1 Alchemy with gems 6 Encyclopedia entries 6.1 Gem or rock 6.2 Agate 6.3 Amber 6.4 Diamond 6.5 Dilithium 6.6 Emerald 6.7 Jacinth stone 6.8 Jade 6.9 Obsidian 6.10 Ruby and sapphire 6.11 Topaz stone 6.12 Turquoise stone Tables of gems By value Some gems' appearances can change. In these cases all the options are listed. The actual appearance is randomly chosen from the options at the beginning of each new game, and is consistent throughout that game (if one fluorite is white, all fluorites in that game will be white). The hardness of a gem can be tested by #engraving with it; if the gem is hard, the game will prompt "What do you want to engrave?"; if it is soft, "What do you want to write in the dust?" * Name Description Cost&nbsp;(zm) Weight Hardness Prob (‰) Material * dilithium crystal white gem 4500 1 soft 2 gemstone * diamond white gem 4000 1 HARD 3 gemstone * ruby red gem 3500 1 HARD 4 gemstone * jacinth stone orange gem 3250 1 HARD 3 gemstone * sapphire blue gem 3000 1 HARD 4 gemstone * black opal black gem 2500 1 HARD 3 gemstone * emerald green gem 2500 1 HARD 5 gemstone ** turquoise stone green gemblue gem 2000 1 soft 6 gemstone * citrine stone yellow gem 1500 1 soft 4 gemstone ** aquamarine stone green gemblue gem 1500 1 HARD 6 gemstone * amber stone yellowish&nbsp;brown&nbsp;gem 1000 1 soft 8 gemstone * topaz stone yellowish&nbsp;brown&nbsp;gem 900 1 HARD 10 gemstone * jet stone black gem 850 1 soft 6 gemstone * opal white gem 800 1 soft 12 gemstone * chrysoberyl stone yellow gem 700 1 soft 8 gemstone * garnet stone red gem 700 1 soft 12 gemstone * amethyst stone violet gem 600 1 soft 14 gemstone * jasper stone red gem 500 1 soft 15 gemstone **** fluorite stone green gemblue gemwhite gemviolet gem 400 1 soft 15 gemstone * jade stone green gem 300 1 soft 10 gemstone * obsidian stone black gem 200 1 soft 9 gemstone * agate stone orange gem 200 1 soft 12 gemstone * worthless piece of white glass white gem 0 1 soft 77 glass * worthless piece of blue glass blue gem 0 1 soft 77 glass * worthless piece of red glass red gem 0 1 soft 77 glass * worthless piece of yellowish brown glass yellowish&nbsp;brown&nbsp;gem 0 1 soft 77 glass * worthless piece of orange glass orange gem 0 1 soft 76 glass * worthless piece of yellow glass yellow gem 0 1 soft 77 glass * worthless piece of black glass black gem 0 1 soft 76 glass * worthless piece of green glass green gem 0 1 soft 77 glass * worthless piece of violet glass violet gem 0 1 soft 77 glass * luckstone gray stone 60 10 soft 10 mineral * loadstone gray stone 1 500 soft 10 mineral * touchstone gray stone 45 10 soft 8 mineral * flint stone gray stone 1 10 soft 10 mineral * rock rock 0 10 soft 100 mineral By color The gems that have a randomized appearance are marked with an asterisk, "*". A user has suggested improving this page or section as follows: "The unidentified sell price column hasn't been updated since 3.4.3 and is out of date, and probably nobody cares enough to update it, because the prices are a huge pain to calculate." Color Possibilities Cost Unidentified sell price Level Hardness 0 1 2 *White dilithium crystal 4500 4 4 6 27 soft diamond 4000 5 5 3 24 HARD opal 800 5 7 3 1 soft fluorite stone* 400 4 7 4 1 soft worthless glass 0 8 6 4 1 soft *Blue sapphire 3000 8 3 6 15 HARD turquoise stone* 2000 5 6 5 6 soft aquamarine stone* 1500 7 3 3 1 HARD fluorite stone* 400 4 7 4 1 soft worthless glass 0 3 7 5 1 soft *Red ruby 3500 6 6 4 21 HARD garnet stone 700 7 4 5 1 soft jasper stone 500 3 6 3 1 soft worthless glass 0 4 3 6 1 soft *Yellowish brown amber stone 1000 8 4 4 1 soft topaz stone 900 3 5 5 1 HARD worthless glass 0 5 4 3 1 soft *Orange jacinth stone 3250 7 7 5 18 HARD agate stone 200 6 4 6 1 soft worthless glass 0 6 5 4 1 soft *Yellow citrine stone 1500 6 7 6 3 soft chrysoberyl stone 700 6 3 4 1 soft worthless glass 0 7 6 5 1 soft *Black black opal 2500 3 4 3 12 HARD jet stone 850 4 6 6 1 soft obsidian stone 200 5 3 5 1 soft worthless glass 0 8 7 6 1 soft *Green emerald 2500 4 5 4 9 HARD aquamarine stone* 1500 7 3 3 1 HARD jade stone 300 7 5 3 1 soft fluorite stone* 400 4 7 4 1 soft turquoise stone* 2000 5 6 5 6 soft worthless glass 0 3 3 3 1 soft *Violet amethyst stone 600 8 5 6 1 soft fluorite stone* 400 4 7 4 1 soft worthless glass 0 4 4 4 1 soft Generation and identification To be formally identified means that a gem can be sold at a shop using its base price instead of just a few zorkmids; even if you've found all the other members of the white gem family, including the worthless glass bauble, the shopkeeper will not take "a white gem called diamond" at face value. Much like other forms of identification, gems can be formally identified by: scrolls or spells of identification, the former of which is generally considered wasteful to use on gems unless it is blessed to begin with Sitting on thrones and hoping for a blessed identification Using a touchstone, which must be blessed to perform formal identification for everyone except gnomes and archeologists (who only require it to be uncursed). Before all that, there are easy ways of determining which gems are worth the effort of formally identifying. Some valuable gems can only be generated at specific dungeon levels or below. If a particular valuable gem would have been created but the dungeon level is not deep enough, a different valuable gem will be generated instead. Dungeon level does not otherwise affect gem probability, and the ratio of randomly generated gems to randomly generated glass is roughly 1:4 regardless of dungeon level. These are the minimum levels for certain valuable gems: Dungeon level Gem 3 citrine stone 6 turquoise stone 9 emerald 12 black opal 15 sapphire 18 jacinth stone 21 ruby 24 diamond 27 dilithium crystal Any other gems not listed above can be generated on any dungeon level. Additionally, there are places where certain types of gems are guaranteed to be generated. Twelve gems – three diamonds (white), three emeralds (green), three rubies (red), and three amethysts (violet) – are guaranteed in the corner turrets of Fort Ludios, for example. Also, each bottom of the Gnomish Mines has several guaranteed gems, including at least an uncursed luckstone and an amethyst. Amethysts have the special property of converting booze into fruit juice, which may be used to informally identify them (and also booze and fruit juice). An uncursed touchstone can easily separate glass from valuable gems. Even without one, there are ways of distinguishing valuable gems from glass. Some players type-name all gems to take advantage of the fact the hardness/color/price/is-glass quadruple is unique for each type of gem. The inventory list automatically creates stacks of different unidentified gems that are described as the same color; there is only one pile of worthless glass of any given color. Next is hardness – all hard gems are valuable – and hardness can easily be tested by trying to engrave with gems on the dungeon floor. If you engrave in the dust, the gem is soft; if you scratch the floor itself, the gem is hard. Of the remaining groups of soft gems, you can throw one of each stack at a cross-aligned unicorn while utilizing naming tricks to keep track of which gems were found, which gems were to be thrown at the unicorn, and which gems were rejected by the unicorn. Cross-aligned unicorns only accept valuable gems "hesitatingly" and there is no Luck penalty for killing them, if without a Pet, though there may be an unknown Luck adjustment when they catch said valuable gems. Do not bother to BUC identify your gems (not counting gray stones) at an altar. They are always generated uncursed and their BUC status has no effect. Marking them uncursed at an altar just causes the gems to fail to stack when you pick up more gems of the same type that haven't been formally BUC identified, wasting inventory slots. This can be particularly annoying if you are distinguishing valuable gems without formally identifying them, e.g. by throwing them at unicorns or using an uncursed touchstone, as it will prevent gems you pick up from stacking with named stacks. Prices when unidentified When selling gems which have not been formally identified to a shop, you will be offered a price from one of the "Unidentified sell price" columns. The values here will sometimes allow you to identify the gem. The column used is fixed for each shop (but may differ between shops), which may allow more gems to be identified if the column can first be determined. The price table depends on compile time options. If you compiled NetHack yourself, check it is still valid. Gray stones A gray stone can be one of the following items: Touchstones may be used to identify glass from gems, and even the variety of gem if it is a blessed touchstone or you are a gnome or archeologist. Luckstones will augment your luck rather impressively; if you have a blessed luckstone and no other luck items, your good Luck will not timeout, bad Luck will, and you'll get +3 extra Luck. Loadstones are a pun (dating back to early editions of Dungeons and Dragons): at 500 weight units, they weigh 50 times as much as the other gray stones, and they autocurse (and are generated cursed) so they cannot be dropped. Flint stones have no particular purpose, but they do slightly better as sling ammo. Unlike other gems, unidentified gray stones are priced by shopkeepers at their normal values, so price identification is a viable way to identify them. SLASH'EM Due to the existence of migohives, identifying four gems is slightly easier in SLASH'EM, because only these gems are generated in migohives: diamonds, rubies, agate stones, and fluorite stones. Hence, if you find a white gem in a migohive and can engrave with it, it's a diamond, and otherwise it's a fluorite stone. Blue, green, or purple gems found in migohives are also fluorite stones. If you find a red gem in a migohive, it's a ruby, and if you find an orange gem, it's an agate stone. Alchemy with gems Valuable gems can be dipped into a potion of acid to make new potions. See Alchemy §&nbsp;Gem alchemy for details. Encyclopedia entries Gem or rock The difference between false memories and true ones is the same as for jewels: it is always the false ones that look the most real, the most brilliant. [ Salvador Dali ] Agate Translucent, cryptocrystalline variety of quartz and a subvariety of chalcedony. Agates are identical in chemical structure to jasper, flint, chert, petrified wood, and tiger's-eye, and are often found in association with opal. The colorful, banded rocks are used as a semiprecious gemstone and in the manufacture of grinding equipment. An agate's banding forms as silica from solution is slowly deposited into cavities and veins in older rock. [ The Columbia Encyclopedia, Sixth Edition ] Amber "Tree sap," Wu explained, "often flows over insects and traps them. The insects are then perfectly preserved within the fossil. One finds all kinds of insects in amber - including biting insects that have sucked blood from larger animals." [ Jurassic Park, by Michael Crichton ] Diamond The hardest known mineral (with a hardness of 10 on Mohs' scale). It is an allotropic form of pure carbon that has crystallized in the cubic system, usually as octahedra or cubes, under great pressure. [ A Concise Dictionary of Physics ] The diamond, _adamas_ or _dyamas_, is a transparent stone, like crystal, but having the colour of polished iron, but it cannot be destroyed by iron, fire or any other means, unless it is placed in the hot blood of a goat; with sharp pieces of diamond other stones are engraved and polished. It is no greater than a small nut. There are six kinds, however Adamant attracts metal; it expels venom; it produces amber (and is efficacious against empty fears and for those resisting spells). It is found in India, in Greece and in Cyprus, where magicians make use of it. It gives you courage; it averts apparitions; it removes anger and quarrels; it heals the mad; it defends you from your enemies. It should be set in gold or silver and worn on the left arm. It is likewise found in Arabia. [ The Aberdeen Bestiary, translated by Colin McLaren ] Dilithium The most famous and the first to be named of the imaginary "minerals" of Star Trek is dilithium. ... Because of this mineral's central role in the storyline, a whole mythology surrounds it. It is, however, a naturally occurring substance within the mythology, as there are various episodes that make reference to the mining of dilithium deposits.... This name itself is imaginary and gives no real information on the structure or make-up of this substance other than that this version of the name implies a lithium and iron-bearing aluminosilicate of some sort. That said, the real mineral that most closely matches the descriptive elements of this name is ferroholmquistite which is a dilithium triferrodiallosilicate. If one goes on the premise that nature follows certain general norms, then one could extrapolate that dilithium might have a similar number of silicon atoms in its structure. Keeping seven (i.e. hepto) ferrous irons and balancing the oxygens would give a theoretical formula of Li2Fe7Al2Si8O27. A mineral with this composition could theoretically exist, although it is doubtful that it would possess the more fantastic properties ascribed to dilithium. [ The Mineralogy of Star Trek, by Jeffrey de Fourestier ] Emerald 'Put off that mask of burning gold With emerald eyes.' 'O no, my dear, you make so bold To find if hearts be wild and wise, And yet not cold.' 'I would but find what's there to find, Love or deceit.' 'It was the mask engaged your mind, And after set your heart to beat, Not what's behind.' 'But lest you are my enemy, I must enquire.' 'O no, my dear, let all that be; What matter, so there is but fire In you, in me?' [ The Mask, by W.B. Yeats ] Jacinth stone Sweet in the rough weather &nbsp;&nbsp;The voice of the turtle-dove- 'Beautiful altogether &nbsp;&nbsp;Is my Love. &nbsp;&nbsp;His Hands are open spread for love And full of jacinth stones- &nbsp;&nbsp;As the apple-tree among trees of the grove Is He among the sons.' [ The Beloved, by May Probyn ] Jade Nothing grew among the ruins of the city. The streets were broken and the walls of the houses had fallen, but there were no weeds flowering in the cracks and it seemed that the city had but recently been brought down by an earthquake. Only one thing still stood intact, towering over the ruins. It was a gigantic statue of white, gray and green jade - the statue of a naked youth with a face of almost feminine beauty that turned sightless eyes toward the north. "The eyes!" Duke Avan Astran said. "They're gone!" [ The Jade Man's Eyes, by Michael Moorcock ] Obsidian A volcanic glass, homogeneous in texture and having a low water content, with a vitreous luster and a conchoidal fracture. The color is commonly black, but may be some shade of red or brown, and cut sections sometimes appear to be green. Like other volcanic glasses, obsidian is a lava that has cooled too quickly for the contained minerals to crystallize. In chemical composition it is rich in silica and similar to granite. It is favored by primitive peoples for knives, arrowheads, spearheads, and other weapons and tools. [ The Columbia Encyclopedia, Sixth Edition ] Ruby and sapphire _Corundum._ Mineral, aluminum oxide, Al2O3. The clear varieties are used as gems and the opaque as abrasive materials. Corundum occurs in crystals of the hexagonal system and in masses. It is transparent to opaque and has a vitreous to adamantine luster. [...] The chief corundum gems are the ruby (red) and the sapphire (blue). [ The Columbia Encyclopedia, Sixth Edition ] Topaz stone Aluminum silicate mineral with either hydroxyl radicals or fluorine, Al2SiO4(F,OH)2, used as a gem. It is commonly colorless or some shade of pale yellow to wine-yellow; [...] The stone is transparent with a vitreous luster. It has perfect cleavage on the basal pinacoid, but it is nevertheless hard and durable. The brilliant cut is commonly used. Topaz crystals, which are of the orthorhombic system, occur in highly acid igneous rocks, e.g., granites and rhyolites, and in metamorphic rocks, e.g., gneisses and schists. [ The Columbia Encyclopedia, Sixth Edition ] Turquoise stone TUBAL: There came divers of Antonio's creditors in my company to Venice that swear he cannot choose but break. SHYLOCK: I am very glad of it; I'll plague him, I'll torture him; I am glad of it. TUBAL: One of them showed me a ring that he had of your daughter for a monkey. SHYLOCK: Out upon her! Thou torturest me, Tubal. It was my turquoise; I had it of Leah when I was a bachelor; I would not have given it for a wilderness of monkeys. [ The Merchant of Venice, by William Shakespeare ] 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. </color>
# Student @ student Difficulty 7 Attacks Weapon 1d6 @ student Difficulty 7 Attacks Weapon 1d6 Base level 5 Base experience 61 Speed 12 Base AC 10 Base MR 10 Alignment 3 (lawful) Frequency (by normal means) 0 (Not randomly generated) Genocidable No Weight 1450 Nutritional value 400 Size Medium Resistances Poison Resistances conveyed None A student: 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 not a valid polymorphable form. is a human. is normally generated peaceful. is strong. can pick up weapons and food. can be seen through infravision. Reference monst.c#line3106 The student, @, is a Archeologist quest guardian. They have poison resistance, unlike Lord Carnarvon and player or player monster Archaeologists; this is likely related to the monster generation in the Archeologist quest heavily favoring snakes, all of which are poisonous except for the garter snake. They are also capable of tunneling through walls if given a pick-axe, though there is no way to see this occur in-game unless you can lead one out of the level through the quest portal. Students can grow up to become archeologists.[1] Encyclopedia entry Students share the encyclopedia entry for humans: These strange creatures live mostly on the surface of the earth, gathering together in societies of various forms, but occasionally a stray will descend into the depths and commit mayhem among the dungeon residents who, naturally, often resent the intrusion of such beasts. They are capable of using weapons and magic, and it is even rumored that the Wizard of Yendor is a member of this species. Refrences ↑ src/mondata.c in NetHack 3.6.0, line 963 This page may need to be updated for the current version of NetHack. It may contain text specific to NetHack 3.6.4. Information on this page may be out of date. Editors: After reviewing this page and making necessary edits, please change the {{nethack-364}} tag to the current version's tag or {{noversion}} as appropriate.
# File:Watch captain.png File File history File usageNo higher resolution available. Watch_captain.png ‎(16 × 16 pixels, file size: 229 bytes, MIME type: image/png) A 16x16 vanilla NetHack tile of the monster 'watch captain'. File history Click on a date/time to view the file as it appeared at that time. Date/TimeThumbnailDimensionsUserComment current10:28, 1 August 200616 × 16 (229 bytes)BotFenix (talk | contribs)A 16x16 vanilla NetHack tile of the monster 'watch captain'. Category:16x16 tiles You cannot overwrite this file. File usage The following 16 pages uses this file: List of vanilla NetHack tiles Monster Monsters (by size) NetHack 3.2.0 NetHack 3.2.1 NetHack 3.2.2 NetHack 3.2.3 NetHack 3.3.0 NetHack 3.3.1 NetHack 3.4.0 NetHack 3.4.1 NetHack 3.4.2 NetHack 3.4.3 NetHack 3.6.0 NetHack 3.7.0 Watchman
# Amethyst stone * Name amethyst stone Appearance violet gem Base price 600 zm Weight 1 The amethyst stone is a type of gem which is soft and always violet in appearance. Its base cost is 600 zorkmids. Contents 1 Generation 2 Effects 3 Strategy 4 Variants 5 Origin Generation In addition to random generation and monster starting inventory, every version of Mines' End contains an amethyst. Effects Dipping an amethyst in a potion of booze will turn it into a potion of fruit juice. Strategy Amethysts are a unique and useful means to identify both the potions of booze and fruit juice as well as the gem, since no other gem transforms a potion by being dipped into it. Identifying fruit juice will also distinguish it from the potion of see invisible, which has the same messages when quaffed. Variants In SLASH'EM and dNetHack, amethyst stones can be used in gem alchemy; dipping one into a potion of acid produces a magenta potion. Origin Wikipedia has an article about: Amethyst The amethyst is a real-life gemstone; the ancient Greeks believed that the stone protected its owner from drunkenness. Its name comes from the Greek ἀ a- (“not”) and μέθυστος methustos (“drunk”), which is why it transforms booze into fruit juice in NetHack. This page may need to be updated for the current version of NetHack. It may contain text specific to NetHack 3.6.4. Information on this page may be out of date. Editors: After reviewing this page and making necessary edits, please change the {{nethack-364}} tag to the current version's tag or {{noversion}} as appropriate.
# User talk:Casmith 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) 00:05, June 18, 2010 Note: This is an automatic greeting.
# Related changes Enter a page name to see changes on pages linked to or from that page. (To see members of a category, enter Category:Name of category). Changes to pages on your Watchlist are in bold. Recent changes options Show last 50 | 100 | 250 | 500 changes in last 1 | 3 | 7 | 14 | 30 daysHide registered users | Hide anonymous users | Hide my edits | Show bots | Hide minor editsShow new changes starting from 17:54, 24 July 2023 Namespace: all (Main) Talk User User talk NetHackWiki NetHackWiki talk File File talk MediaWiki MediaWiki talk Template Template talk Help Help talk Category Category talk Source Source talk Forum Forum talk Video Video talk User blog User blog talk Blog Blog talk Module Module talk &nbsp;Invert selection &nbsp;Associated namespaceTag filter:Page name: Show changes to pages linked to the given page instead List of abbreviations: N This edit created a new page (also see list of new pages) m This is a minor edit b This edit was performed by a bot (±123) The page size changed by this number of bytes 23 July 2023 &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;22:42&nbsp; Weapon‎ (diff | hist) . . (+495)‎ . . Cathartes (talk | contribs) (→‎Description: weapon use by monsters; also a note for the "weapon (n)d(y)" format that this wiki uses in monster infoboxes since I don't know where else in the wiki to put this info) &nbsp;m&nbsp;&nbsp;&nbsp;00:35&nbsp; `‎ (diff | hist) . . (+13)‎ . . Umbire the Phantom (talk | contribs) (→‎Historical uses: word choice)
# File:Bell of Opening.png File File history File usageNo higher resolution available. Bell_of_Opening.png ‎(16 × 16 pixels, file size: 215 bytes, MIME type: image/png) A 16x16 vanilla NetHack tile of the object 'Bell of Opening'. File history Click on a date/time to view the file as it appeared at that time. Date/TimeThumbnailDimensionsUserComment current12:08, 1 August 200616 × 16 (215 bytes)BotFenix (talk | contribs)A 16x16 vanilla NetHack tile of the object 'Bell of Opening'. Category:16x16 tiles You cannot overwrite this file. File usage The following 12 pages uses this file: Bell of Opening Bell of Opening/ko List of historic vanilla NetHack tiles List of vanilla NetHack tiles NetHack 3.3.0 NetHack 3.3.1 NetHack 3.4.0 NetHack 3.4.1 NetHack 3.4.2 NetHack 3.4.3 NetHack 3.6.0 NetHack 3.7.0
# Related changes Enter a page name to see changes on pages linked to or from that page. (To see members of a category, enter Category:Name of category). Changes to pages on your Watchlist are in bold. Recent changes options Show last 50 | 100 | 250 | 500 changes in last 1 | 3 | 7 | 14 | 30 daysHide registered users | Hide anonymous users | Hide my edits | Show bots | Hide minor editsShow new changes starting from 17:39, 24 July 2023 Namespace: all (Main) Talk User User talk NetHackWiki NetHackWiki talk File File talk MediaWiki MediaWiki talk Template Template talk Help Help talk Category Category talk Source Source talk Forum Forum talk Video Video talk User blog User blog talk Blog Blog talk Module Module talk &nbsp;Invert selection &nbsp;Associated namespaceTag filter:Page name: Show changes to pages linked to the given page instead List of abbreviations: N This edit created a new page (also see list of new pages) m This is a minor edit b This edit was performed by a bot (±123) The page size changed by this number of bytes 24 July 2023 &nbsp;m&nbsp;&nbsp;&nbsp;05:20&nbsp; Dot‎ (diff | hist) . . (-1)‎ . . Umbire the Phantom (talk | contribs) (→‎dNetHack: typo) &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;01:17&nbsp; N‎ (diff | hist) . . (+65)‎ . . Umbire the Phantom (talk | contribs) (improve formatting, reorg, etc.) &nbsp;m&nbsp;&nbsp;&nbsp;00:17&nbsp; ,‎ (diff | hist) . . (-2)‎ . . Umbire the Phantom (talk | contribs) (tweak) 23 July 2023 &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;23:12&nbsp; Dot‎‎ (3 changes | history) . . (+684)‎ . . [Umbire the Phantom‎ (3×)] &nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 23:12 (cur | prev) . . (+112)‎ . . Umbire the Phantom (talk | contribs) (add use) &nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 23:06 (cur | prev) . . (+20)‎ . . Umbire the Phantom (talk | contribs) (→‎dNetHack: tweak) &nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 23:02 (cur | prev) . . (+552)‎ . . Umbire the Phantom (talk | contribs) (format) &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;05:57&nbsp; ,‎‎ (8 changes | history) . . (+420)‎ . . [Umbire the Phantom‎ (2×); Ion frigate‎ (6×)] &nbsp;m&nbsp;&nbsp;&nbsp; 05:57 (cur | prev) . . (0)‎ . . Umbire the Phantom (talk | contribs) (ack) &nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 05:57 (cur | prev) . . (-9)‎ . . Umbire the Phantom (talk | contribs) (Oh hey, wanted to do this myself but got sidetracked. Lemme polish it up) &nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 05:41 (cur | prev) . . (+2)‎ . . Ion frigate (talk | contribs) (trying not to use item in two different senses) &nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 05:37 (cur | prev) . . (0)‎ . . Ion frigate (talk | contribs) (this seems least bad) &nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 05:37 (cur | prev) . . (-10)‎ . . Ion frigate (talk | contribs) ("comma character" does sound weird) &nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 05:27 (cur | prev) . . (+78)‎ . . Ion frigate (talk | contribs) (Another use - menu should perhaps be its own article) &nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 05:22 (cur | prev) . . (-1)‎ . . Ion frigate (talk | contribs) (whitespace) &nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 05:17 (cur | prev) . . (+360)‎ . . Ion frigate (talk | contribs) (Expand this into its own article) (Tag: Removed redirect) &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;05:19&nbsp; Template:ASCII‎ (diff | hist) . . (-15)‎ . . Ion frigate (talk | contribs) (fix link now that this is its own article) &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;05:18&nbsp; Unused symbols‎‎ (2 changes | history) . . (-383)‎ . . [Umbire the Phantom‎; Ion frigate‎] &nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 05:18 (cur | prev) . . (-140)‎ . . Ion frigate (talk | contribs) (remove reference to ,) &nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 00:32 (cur | prev) . . (-243)‎ . . Umbire the Phantom (talk | contribs) (Then it's not unused) &nbsp;m&nbsp;&nbsp;&nbsp;00:35&nbsp; `‎ (diff | hist) . . (+13)‎ . . Umbire the Phantom (talk | contribs) (→‎Historical uses: word choice) 22 July 2023 &nbsp;m&nbsp;&nbsp;&nbsp;07:35&nbsp; 0‎‎ (2 changes | history) . . (+8)‎ . . [Umbire the Phantom‎ (2×)] &nbsp;m&nbsp;&nbsp;&nbsp; 07:35 (cur | prev) . . (+9)‎ . . Umbire the Phantom (talk | contribs) (potholes) &nbsp;m&nbsp;&nbsp;&nbsp; 06:46 (cur | prev) . . (-1)‎ . . Umbire the Phantom (talk | contribs) (spacing, typo)
# UnNetHack Screenshot of UnNetHack UnNetHack 5 is a variant of NetHack 3.4.3, maintained by Patric Mueller and others. The main intent of this fork is to put more randomness, challenges, and fun into NetHack. It features more levels, several UI improvements designed to reduce tedium, and many gameplay-related changes.[1] Since 3.6.1 it also bundles a graphical tiles UI for Windows. The 5.1.0 version's default Windows tiles are not that good but it is bundled with DawnHack tiles. For discussion, join the IRC channel #unnethack on irc.libera.chat or post to rec.games.roguelike.nethack. For those curious what is added in UnNetHack, here is the Change Log that list major changes. If you want to see a complete list of changes, you can take a look at the commit browser. The latest development source code is available from the Git repository, and there are several public servers where it can be played online. Contents 1 Changes from NetHack 3.4.3 1.1 Patches and general code 1.2 Branch changes 1.2.1 Existing branches 1.2.2 New branches 1.3 Level changes 1.4 Bestiary 1.5 Objects 1.5.1 New objects 1.5.2 Artifacts 1.5.3 Other object changes 1.6 Wishing 2 See also 3 External links 4 References Changes from NetHack 3.4.3 Patches and general code UnNetHack incorporates the following patches: The dump patch (with additional HTML output) Heck² patch Menucolors Statuscolors Color alchemy Portions of the Lethe patch, including Cthulhu Version 5.0.0 adds the Convict role, with its associated equipment and monsters. Several features are incorporated from SLASH'EM: Show weight feature The nymph level The black market (modified) The Vampire race (modified) UnNetHack also fixes many vanilla bugs, such as the Astral call bug. Some of the changes made between 3.4.3 and 3.6.0 were taken from, or inspired by UnNetHack changes, and other variants incorporate content that originally appeared in UnNetHack. UnNetHack features its own autoexplore implementation, adapted from AceHack. Branch changes Existing branches Version 4.0.0 shortens Sokoban to three levels, adds new puzzle designs, and from UnNetHack 4.1.1 onwards, cheating in Sokoban does not incur a Luck penalty. Main article: Sokoban (UnNetHack) As of version 5.0.0, Fort Ludios is more likely to be accessible: the portal will now be in the first vault generated below level 10. It still has a chance of being inaccessible if no vaults are generated below level 10. The adventurer will be accepted by the quest leader to perform the quest from experience level 10 (rather than having to achieve experience level 14.) New branches The Town (4.0.0): The Town is accessible from an upstairs located on the level below the entrance to Sokoban, and features numerous shops, a town watch, and muggers who will attempt to steal your inventory. The Ruins of Moria (5.0.0): The Ruins of Moria are located in the main dungeon somewhere above the black market. The Black market (4.0.0) Sheol (5.0.0): Sheol is an ice-themed branch of Gehennom, with special monsters, traps, and even terrain types. The Dragon Caves (4.0.0): The Dragon Caves are located deep within Gehennom, and consist of multiple dragon and purple worm-infested caverns, with several chromatic dragons waiting in a lair at the bottom. For detailed changes in UnNetHack's dungeon branches, see the UnNethack dungeon map. Level changes Certain special levels have been modified or given alternate versions, including the Castle, Fort Ludios, the Valley of the Dead, Moloch's Sanctum, and the lairs of the various demon lords. Listed here are examples of some of the different level variations: Castle Asmodeus's lair Juiblex's Swamp Baalzebub's lair Orcus Town Lots of new maps for Big Room are also added. Random level generation has also been modified. In addition to new special rooms, wallified corridors, and various other changes, the dungeon now contains random vaults that add significant variety to what the dungeon can look like. The vibrating square is somewhat easier to find. When the player is two squares away from it, he will receive the message "you feel a faint trembling under your feet". One square away the player will receive the message "you feel a weak trembling under your feet". Once on top the vibrating square the message is the typical "you feel a strange vibration under your feet". Moloch's Sanctum has been changed significantly. It now features a modified map with two sections separated by an expanse of lava and a double drawbridge. Inside the inner Sanctum, the initially peaceful priest of Moloch is accompanied with Cthulhu, who now carries the Amulet of Yendor, and who reappears a few turns after being killed. The Amulet teleports whenever it is dropped, so after killing Cthulhu for the first time the player must locate the amulet within the level. This may require continuing to fend off Cthulhu—unless the player finds a way to get rid of him permanently. Bestiary Many new monsters[2] are from other variants. Name Symbol Origin Notes First Version Locust[3] a SporkHack Sickness bite 5.0.0 Snow ant a SLASH'EM Freezing bite attack 4.0.0 Evil eye e Drains luck 5.0.0 Cthulhu h SLASH'EM/Lethe patch Casts spells, sucks brains, and confuses 4.0.0 Uranium imp i Homestuck Teleports along with player when attacked 5.0.0 Aphrodite n SLASH'EM Steals, as a nymph 4.0.0 Deep orc[4][5] o The Lord of the Rings Generated only in Moria 5.0.0 Enormous rat r Higher level than giant rat 5.0.0 Rodent of unusual size r The Princess Bride Higher level than enormous rat 5.0.0 Anti-matter vortex v NetHack brass Engulf and disintegrate 4.0.0, removed 5.0.0 Chillbug[6][7] x Adeon Generated only in Sheol 5.0.0 Dark Angel[8] A Generated in Sheol 5.0.0 Weeping angel[9] A Doctor Who Drains life and magic, level teleports 5.0.0 Weeping archangel A Drains life and magic, level teleports 5.0.0 Chromatic dragon[10] D Tiamat 4.0.0 Glowing dragon D Nephi Armor is a light source 4.0.0 Baby glowing dragon D Nephi 4.0.0 Vorpal jabberwock J L Beheads 4.0.0 White naga[11] N Generated only in Sheol 5.0.0 White naga hatchling N Generated only in Sheol 5.0.0 Blue slime[12] P Adeon Generated in Sheol 5.0.0 Disintegrator R Biodiversity patch Disintegrates 4.0.0 Devil's Snare X Harry Potter Stationary, uses holding attack 5.0.0 Ice golem[13] ' Adeon Generated only in Sheol 5.0.0 Crystal ice golem[14][15] ' SLASH'EM Generated only in Sheol 5.0.0 Wax golem[16] ' SLASH'EM Burning touch, drops candles 4.0.0 Giant turtle : SporkHack Blocks line-of-sight like a boulder 4.0.0 Punisher[17] ` Adeon Generated only in Sheol 5.0.0 Watcher in the Water[18] ; The Lord of the Rings Unique, found in Moria 5.0.0 Durin's Bane[19] &amp; The Lord of the Rings Unique, found in Moria 5.0.0 Lava demon &amp; Convict patch 5.0.0 Black marketeer @ SLASH'EM One-eyed Sam 4.0.0 Executioner[20] @ Unique, found in Sheol 5.0.0 Mugger @ SLASH'EM Steals 4.0.0 Robert the Lifer @ Convict patch Unique, quest leader for the Convict role 5.0.0 Warden Arianna @ Convict patch Unique, quest nemesis for the Convict role 5.0.0 Inmate @ Convict patch Quest guardian for the Convict role 5.0.0 Prison guard @ Convict patch 5.0.0 Miner @ Convict patch 5.0.0 Convict @ Convict patch Player monster 5.0.0 Dragons have been substantially modified in UnNetHack (more info on Dragon#UnNetHack). The antimatter vortex was added in version 4.0.0 but removed in 5.0.0. Objects [21] New objects A tinfoil hat that blocks clairvoyance and impedes spellcasting. Glowing dragon scales and scale mail, which act as a permanent light source and provide stone resistance. Chromatic dragon scales and chromatic dragon scale mail, which provide all resistances (including reflection) except magic resistance (includes magic resistance as of 5.2.0). Rings of gain intelligence, wisdom, and dexterity from SLASH'EM. Potions of blood which have nutritional value for vampires. Potions of vampire blood which polymorph the player into a vampire. A scroll of flood, replacing the scroll of amnesia. An iron safe as a container. Artifacts UnNetHack has the following "new" (vs vanilla) artifacts: Itlachiayaque replaces the Orb of Detection as the quest artifact for the Archeologists. Luck Blade from SLASH'EM is added in version 5.0.0, as the first sacrifice gift for Convicts (and a possible sacrifice gift for any Chaotic player). Thiefbane has been added, in support of the black market. Changes to The Banes: The Banes can cancel their targeted monsters. The Banes (not including Thiefbane) warn of their targeted monsters. Werebane grants polymorph control while wielded. Dragonbane grants fire, shock, cold, acid, poison, and disintegration resistance. Wielding Trollsbane grants hungerless regeneration and prevents trolls from leaving corpses. Ogresmasher increases wielder's constitution to 25, gives a +d4 damage to all monsters, and has a 50% chance of instantly killing ogres (a la Sporkhack). (While not named a "bane", Ogresmasher fits the category perfectly.) Changes to other artifacts: Vorpal Blade warns of jabberwocks. The Heart of Ahriman now grants displacement and energy regeneration instead of stealth. Other object changes Wands will now turn to dust after the first time they are wrested, however, the odds of wresting have been greatly increased, and is dependent on BUC. The scroll of genocide wipes out a single species throughout the dungeon when blessed, and a single species on the dungeon level when uncursed. Cursed genocide is unchanged When a cursed object is fired or thrown, there is a chance that it will hit the ceiling instead of its target. Wearing correct racial armor grants an extra 1 AC per piece worn. Wishing Main article: Wish#UnNetHack Wishing is less accessible—wands of wishing are generated already recharged once, and are the only source of wishes for magical items. Non-magical wishes are still available from magic lamps. Thrones no longer grant wishes in any form. See also List of UnNetHack tiles External links Project page Screenshots Development blog (Let's Play!) UnNetHack by KoboldLord (Conclusion) GitHub level files UnNetHack 5.1.0 level distribution graph References ↑ http://groups.google.com/group/rec.games.roguelike.nethack/msg/5ee5599d1e6b7378 ↑ http://sourceforge.net/apps/trac/unnethack/log/trunk/src/monst.c ↑ http://sourceforge.net/apps/trac/unnethack/changeset/1052/trunk/src/monst.c ↑ http://sourceforge.net/apps/trac/unnethack/changeset/1307/trunk/src/monst.c ↑ http://sourceforge.net/apps/trac/unnethack/changeset/1308/trunk/src/monst.c ↑ http://sourceforge.net/apps/trac/unnethack/changeset/1108/trunk/src/monst.c ↑ http://sourceforge.net/apps/trac/unnethack/changeset/1158/trunk/src/monst.c ↑ http://sourceforge.net/apps/trac/unnethack/changeset/1133/trunk/src/monst.c ↑ http://sourceforge.net/apps/trac/unnethack/changeset/1293 ↑ http://sourceforge.net/apps/trac/unnethack/changeset/990/trunk/src/monst.c ↑ http://sourceforge.net/apps/trac/unnethack/changeset/1134/trunk/src/monst.c ↑ http://sourceforge.net/apps/trac/unnethack/changeset/1123/trunk/src/monst.c ↑ http://sourceforge.net/apps/trac/unnethack/changeset/1124/trunk/src/monst.c ↑ http://sourceforge.net/apps/trac/unnethack/changeset/1105/trunk/src/monst.c ↑ http://sourceforge.net/apps/trac/unnethack/changeset/1153/trunk/src/monst.c ↑ http://sourceforge.net/apps/trac/unnethack/changeset/993/trunk/src/monst.c ↑ http://sourceforge.net/apps/trac/unnethack/changeset/1126/trunk/src/monst.c ↑ http://sourceforge.net/apps/trac/unnethack/changeset/1307/trunk/src/monst.c ↑ http://sourceforge.net/apps/trac/unnethack/changeset/1307/trunk/src/monst.c ↑ http://sourceforge.net/apps/trac/unnethack/changeset/1136/trunk/src/monst.c ↑ http://sourceforge.net/apps/trac/unnethack/log/trunk/src/objects.c A user has suggested improving this page or section as follows: "This is out of date. UnNethack's latest release is 5.2.0, which makes some important changes, for example to Chromatic dragons and their mail. Also, source references will have to point to the git repo now, since the subversion has been archived."
# User:Actual-nh You can also find me on Github and the CDDA wiki (same username).
# File:Runed wand.png File File history File usageNo higher resolution available. Runed_wand.png ‎(16 × 16 pixels, file size: 194 bytes, MIME type: image/png) A 16x16 vanilla NetHack tile of the object 'runed wand'. File history Click on a date/time to view the file as it appeared at that time. Date/TimeThumbnailDimensionsUserComment current12:27, 1 August 200616 × 16 (194 bytes)BotFenix (talk | contribs)A 16x16 vanilla NetHack tile of the object 'runed 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:Aoa.png File File history File usage MetadataNo higher resolution available. Aoa.png ‎(16 × 16 pixels, file size: 278 bytes, MIME type: image/png) File history Click on a date/time to view the file as it appeared at that time. Date/TimeThumbnailDimensionsUserComment current04:23, 12 June 201316 × 16 (278 bytes)Chris (talk | contribs) You cannot overwrite this file. File usage The following 3 pages uses this file: Aoa User:Chris/dNetHack/Monsters User:EasterlyIrk/Scratchpad Metadata This file contains additional information, probably added from the digital camera or scanner used to create or digitize it. If the file has been modified from its original state, some details may not fully reflect the modified file. Horizontal resolution37.8 dpcVertical resolution37.8 dpc
# Related changes Enter a page name to see changes on pages linked to or from that page. (To see members of a category, enter Category:Name of category). Changes to pages on your Watchlist are in bold. Recent changes options Show last 50 | 100 | 250 | 500 changes in last 1 | 3 | 7 | 14 | 30 daysHide registered users | Hide anonymous users | Hide my edits | Show bots | Hide minor editsShow new changes starting from 17:53, 24 July 2023 Namespace: all (Main) Talk User User talk NetHackWiki NetHackWiki talk File File talk MediaWiki MediaWiki talk Template Template talk Help Help talk Category Category talk Source Source talk Forum Forum talk Video Video talk User blog User blog talk Blog Blog talk Module Module talk &nbsp;Invert selection &nbsp;Associated namespaceTag filter:Page name: Show changes to pages linked to the given page instead List of abbreviations: N This edit created a new page (also see list of new pages) m This is a minor edit b This edit was performed by a bot (±123) The page size changed by this number of bytes 24 July 2023 &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;13:59&nbsp; DNetHack artifacts‎‎ (2 changes | history) . . (+36)‎ . . [Wikid‎; Noisytoot‎] &nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 13:59 (cur | prev) . . (+40)‎ . . Noisytoot (talk | contribs) (The Singing Sword can also be named by elves and anyone who has bound Orthos) &nbsp;m&nbsp;&nbsp;&nbsp; 08:51 (cur | prev) . . (-4)‎ . . Wikid (talk | contribs) (→‎The Singing Sword: now obtained by naming) &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;00:27&nbsp; Leather gloves‎ (diff | hist) . . (+2)‎ . . Umbire the Phantom (talk | contribs) (→‎EvilHack: *) 23 July 2023 &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;22:08&nbsp; Leather gloves‎‎ (5 changes | history) . . (+3,524)‎ . . [Umbire the Phantom‎ (5×)] &nbsp;m&nbsp;&nbsp;&nbsp; 22:08 (cur | prev) . . (+4)‎ . . Umbire the Phantom (talk | contribs) (→‎dNetHack: *) &nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 22:07 (cur | prev) . . (+293)‎ . . Umbire the Phantom (talk | contribs) (→‎EvilHack: elaborate) &nbsp;m&nbsp;&nbsp;&nbsp; 13:27 (cur | prev) . . (+30)‎ . . Umbire the Phantom (talk | contribs) (ref) &nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 13:27 (cur | prev) . . (+2,821)‎ . . Umbire the Phantom (talk | contribs) (and the rest) &nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 12:50 (cur | prev) . . (+376)‎ . . Umbire the Phantom (talk | contribs) (formatting in preparation for later expansion/sourcing - unsure how to judge EA advice in either direction due to morning brain, so I'll leave that to the others) &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;11:23&nbsp; Upgrading objects‎‎ (4 changes | history) . . (+20)‎ . . [Umbire the Phantom‎ (4×)] &nbsp;m&nbsp;&nbsp;&nbsp; 11:23 (cur | prev) . . (0)‎ . . Umbire the Phantom (talk | contribs) (→‎Hack'EM: *) &nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 11:18 (cur | prev) . . (-24)‎ . . Umbire the Phantom (talk | contribs) (→‎Armor: more pruning of unneeded caps, spacing, reorganizing potholes) &nbsp;m&nbsp;&nbsp;&nbsp; 10:32 (cur | prev) . . (+6)‎ . . Umbire the Phantom (talk | contribs) (→‎Hack'EM: as evidenced by me hitting enter prematurely at 6 in the morning) &nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 10:26 (cur | prev) . . (+38)‎ . . Umbire the Phantom (talk | contribs) (→‎Other Variants - Hack'EM: start on fixes for broken tables, need a long session/multiple edits to fully correct) &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;09:21&nbsp; Elven leather helm‎ (diff | hist) . . (-30)‎ . . Umbire the Phantom (talk | contribs) (→‎dNetHack: word choice, potholes) 21 July 2023 &nbsp;m&nbsp;&nbsp;&nbsp;17:58&nbsp; Elbereth‎ (diff | hist) . . (-3)‎ . . Silverwing235 (talk | contribs) (→‎History: typo/grammar, punctuation) 20 July 2023 &nbsp;m&nbsp;&nbsp;&nbsp;23:17&nbsp; DNetHack artifacts‎ (diff | hist) . . (+2,264)‎ . . EasterlyIrk (talk | contribs) (add war-helm of dreaming, star-emperor's ring) 19 July 2023 &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;14:19&nbsp; Quarterstaff‎ (diff | hist) . . (+147)‎ . . Tomsod (talk | contribs) (→‎dNetHack: mention the (un)holy dmg multiplier)
# Shan Lai Ching Wikipedia has an article about: Classic of Mountains and Seas Religion in NetHack priests alignment alignment record altars atheism anger gods sacrifice prayer turn undead Shan Lai Ching is the lawful god of the Monk pantheon. Encyclopedia entry The Chinese god of Mountains and Seas, also the name of an old book (also Shan Hai Tjing), the book of mountains and seas - which deals with the monster Kung Kung trying to seize power from Yao, the fourth emperor. [ Spectrum Atlas van de Mythologie ] 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.
# File:Battle-axe.png File File history File usageNo higher resolution available. Battle-axe.png ‎(16 × 16 pixels, file size: 205 bytes, MIME type: image/png) A 16x16 vanilla NetHack tile of the object 'battle-axe'. File history Click on a date/time to view the file as it appeared at that time. Date/TimeThumbnailDimensionsUserComment current10:56, 1 August 200616 × 16 (205 bytes)BotFenix (talk | contribs)A 16x16 vanilla NetHack tile of the object 'battle-axe'. Category:16x16 tiles You cannot overwrite this file. File usage The following 17 pages uses this file: Battle-axe Cleaver 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 Two-handed Weapon
# Talk:Muddy swamp Muddy swamp introduced here. Could someone try to turn this into an article at some point? http://sourceforge.net/apps/trac/unnethack/changeset/987 --Ozymandias (talk) 14:15, 22 July 2013 (UTC) Also, based on 189 #define likes_swamp(ptr) ((ptr)-&gt;mlet == S_PUDDING || \ 190 (ptr)-&gt;mlet == S_FUNGUS || \ 191 (ptr) == &amp;mons[PM_OCHRE_JELLY]) 192 and 644 if (is_swamp(mtmp-&gt;mx, mtmp-&gt;my) &amp;&amp; rn2(3) &amp;&amp; 645 !is_flyer(mtmp-&gt;data) &amp;&amp; !is_floater(mtmp-&gt;data) &amp;&amp; 646 !is_clinger(mtmp-&gt;data) &amp;&amp; !is_swimmer(mtmp-&gt;data) &amp;&amp; 647 !amphibious(mtmp-&gt;data) &amp;&amp; !likes_swamp(mtmp-&gt;data)) 648 return(0); it looks like certain monsters are better at moving in swamps than others. That should probably go into this article, but the ones that specifically like swamps (Puddings, Fungi, and Ochre Jellies) might get a sentence added to their pages? --Ozymandias (talk) 14:18, 22 July 2013 (UTC) Ok, I tried to add some more info to this article, but I know I'm leaving out a lot. --Ozymandias (talk) 23:59, 3 September 2013 (UTC)
# Demon Demons are a group of monsters mostly found in Gehennom. They are divided into two categories: minor demons and major demons. All minor demons are represented by i, and all major demons by &amp;. (The &amp; glyph is also shared by some monsters which are not considered demons, such as the riders.) There are also several unique and named major demons. Contents 1 Types of demons 1.1 Unique demons 2 Characteristics 3 Demon summoning 4 Demons summoning demons 4.1 Summoning while polymorphed 5 Variants 5.1 SLASH'EM 5.2 UnNetHack 5.3 SpliceHack 6 References Types of demons The imps and minor demons are represented by i. Internally, NetHack calls this symbol S_IMP. Monsters in this class: i&nbsp;manes i&nbsp;lemure i&nbsp;homunculus i&nbsp;imp i&nbsp;quasit i&nbsp;tengu The ordinary major demons are represented by &amp;. Internally, NetHack calls this symbol S_DEMON. NetHack recognizes this class with the macro function is_demon defined in mondata.h on line 93, which simply checks whether or not the monster has the M2_DEMON attribute. Monsters in this class: &amp;&nbsp;water demon &amp;&nbsp;horned devil &amp;&nbsp;succubus &amp;&nbsp;incubus &amp;&nbsp;erinys &amp;&nbsp;barbed devil &amp;&nbsp;marilith &amp;&nbsp;vrock &amp;&nbsp;hezrou &amp;&nbsp;bone devil &amp;&nbsp;ice devil &amp;&nbsp;nalfeshnee &amp;&nbsp;pit fiend &amp;&nbsp;balrog Djinn, mail daemons, sandestins, and the riders are also represented by &amp;, but they are not considered demons, as they lack the M2_DEMON attribute. Unique demons Main article: Demon lords and princes The named demons are divided into two ranks: the lower demon lords, and the higher demon princes. There are also two quest nemeses who happen to be demons. The demon lords are: &amp;&nbsp;Juiblex &amp;&nbsp;Yeenoghu The demon princes are: &amp;&nbsp;Orcus &amp;&nbsp;Geryon &amp;&nbsp;Dispater &amp;&nbsp;Baalzebub &amp;&nbsp;Asmodeus &amp;&nbsp;Demogorgon Of these, Juiblex, Orcus, Baalzebub and Asmodeus have lairs within Gehennom, and are guaranteed to appear in every game. The others may be summoned, and will not necessarily appear in a given game. The quest nemesis demons cannot be summoned by other demons. They can cast summon nasties, but since they are outside of Gehennom, the probability that they will summon other demons is low. &amp;&nbsp;Minion of Huhetotl, the Archeologist quest nemesis &amp;&nbsp;Nalzok, the Priest quest nemesis Characteristics Although minor demons are rarely a significant threat, major demons are quite strong opponents and can summon other major demons and unique demons. (Foocubi and balrogs cannot summon, but other demons can summon them.) The unique demons are very strong and can be dangerous in some circumstances. For instance Asmodeus is lethal if you lack cold resistance, and Orcus carries a wand of death. All major demons resist fire, poison, level drain, and death rays, although they are still considered living creatures. Major demons cannot be tamed unless you are polymorphed into a demon yourself. All demons except tengu can be burned by silver for an extra d20 damage. Non-unique major demons generated at the time of level creation have an 80% chance of starting out asleep, unless you possess the Amulet of Yendor in which case they will always be awake.[1] This does not apply to those generated after level creation. 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. In Gehennom, the presence of a demon lord or prince will now block others on the same level from teleporting. Demon summoning Sacrificing your own race can summon a major demon or a demon lord (but not a demon prince), as can angering a chaotic god when on an altar (by praying with negative alignment, converting a chaotic altar, or a few other actions). Demons summoning demons This section of the page is based on a spoiler by M. Stage which can now be accessed on the web archive or on alt.org's mirror of www.nethack.de. Every major demon and unique demon has a 1⁄13 chance of summoning (sometimes called "gating in") another major demon or unique demon every time it acts when adjacent to you.[2] The only exceptions among monsters recognized internally as demons are foocubi and balrogs. (They themselves are capable of being summoned by other demons, however.) The difference between demons, demon lords, and demon princes lies in which other demons they can summon, and how often. Quest nemesis demons can summon, but cannot be summoned. The flag "generated only in Gehennom" is ignored. Demons will never summon demons while attacking other monsters, therefore tame demons will not normally summon other demons (which would be hostile, anyway).[3] The following table shows the chance of a given &amp; gating in another &amp; of specific type according to M. Stage's demon-summoning spoiler. Summoner Summoned demon Non-unique major demon Demon lord Demon prince Non-unique major demons(except foocubi and balrogs) 95% 5% 0% Demon lordsJuiblex, Yeenoghu 93.1% 4.9% 2% Demon princesAsmodeus, Baalzebub, Dispater,Geryon, Demogorgon, Orcus 71.75% 23.75% 5% Summoned demons will always be the same alignment as the summoner—that is, summoners are only capable of summoning co-aligned demons. The Wizard of Yendor's summon nasties (remote or in person) is an exception: he can create any demon. Non-unique demons will summon demons of their own type 79% of the time.[4] When a prince or lord summons a normal demon, there is a 1 in 4 chance it will summon two demons of that type instead of one. According to the spoiler, if you are trying to summon Demogorgon (perhaps as an unofficial conduct) the quickest way to do it is with a hasted Orcus. If you are wearing speed boots, the chance of getting Demogorgon per turn is 113&nbsp;× 5100&nbsp;= 1260 per turn. Your chance of having summoned Demogorgon after n turns is then: Number of turns n Chance of Demogorgon 1 0.38% 50 17.5% 100 32.0% 200 53.7% 500 85.4% 1000 97.9% Summoning while polymorphed If you are polymorphed into a major demon that can summon, and you hit a monster with bare or gloved hands, there is a 1 in 13 chance of summoning a tame demon at your side, announced with the message "Some hell-p has arrived!"[5] This chance occurs on each attack, so a demon with many attacks, such as a marilith, will be more likely to summon a demon. When a demon is summoned, it will be of the same type as your current form 5⁄6 of the time and a random demon of the same alignment as you the rest of the time. You will never summon a unique demon. Variants SLASH'EM SLASH'EM adds these imps and minor demons: i&nbsp;dretch i&nbsp;rutterkin i&nbsp;nupperibo i&nbsp;blood imp It also intoduces these major demons: &amp;&nbsp;spined devil &amp;&nbsp;bearded devil &amp;&nbsp;bar-lgura &amp;&nbsp;chasme &amp;&nbsp;babau &amp;&nbsp;nabassu SLASH'EM gives every unique demon a lair, so all of them are guaranteed to appear in a game. UnNetHack UnNetHack adds uranium imps as a new minor demon. A shambling horror (represented by U) can be defined as a demon in certain games. If this happens, they can be summoned through demon gating, and they can summon other demons. Angels and demons attack each other on sight, as part of Nephi's grudge patch. SpliceHack See Infernal (starting race). References ↑ makemon.c in NetHack 3.4.3, line 1035 ↑ mhitu.c#line589 /* Special demon handling code */ ↑ Mhitu.c#line482, Wizard.c#line432, Minion.c#msummon,Minion.c#ndemon,Makemon.c#mkclass ↑ minion.c in NetHack 3.6.1, line 87: 5/6th of a 95% chance ↑ demonpet in uhitm.c This page may need to be updated for the current version of NetHack. It may contain text specific to NetHack 3.4.3. Information on this page may be out of date. Editors: After reviewing this page and making necessary edits, please change the {{nethack-343}} tag to the current version's tag or {{noversion}} as appropriate.
# Arch Priest @ Arch Priest Difficulty 30 Attacks Weapon 4d10, kick 2d8, spell-casting (clerical), spell-casting (clerical) @ Arch Priest Difficulty 30 Attacks Weapon 4d10, kick 2d8, spell-casting (clerical), spell-casting (clerical) Base level 25 Base experience 876 Speed 12 Base AC 7 Base MR 70 Alignment 0 (neutral) Frequency (by normal means) Unique Genocidable No Weight 1450 Nutritional value 400 Size Medium Resistances Fire, shock, sleep, poison Resistances conveyed None The Arch Priest: has a head, a couple of arms, and a torso. can see invisible creatures. 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. lets you close unless attacked. can be seen through infravision. Reference monst.c#line3120 The Arch Priest, @, is the Priest quest leader. He is mostly identical to a high priest, even sharing the same set of attacks, with the only difference being slightly lower speed. He is considerably more dangerous than most quest leaders should you choose to anger him—but angering any quest leader is an extremely bad idea in general, since it may render your game unwinnable. Strategy 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 Arch Priest, along with other quest leaders, has been made stronger, since killing quest leaders no longer makes the game unwinnable. The changed stats are as follows: Speed becomes 15 (from 12); MR becomes 90 (from 70). The Arch Priest is also generated with a +4 robe and a +4 mace.
# Monster level Monster level is the experience level of a monster. It is used in the calculation of a monster's hit points and experience point value, and in determining whether or not a monster's attack hits you. If the monster is a spellcaster, then a higher level means a larger spell repertoire, usually containing more dangerous spells. Also, your pet uses monster level to decide whether or not to attack another monster. The number of hit points of most monsters is (monster level)d8; because of that, monster level is also known as hit dice, a term from Dungeons and Dragons. This is the meaning of "HD", which appears in the bottom status line when you are polymorphed into a monster. Contents 1 Calculation of monster level 2 Exceptions 3 Monster level and hit points 4 References Calculation of monster level Each monster has a base level, which can be found in the information box on the monster's page. However, not every monster will be generated at its base level; monster level is influenced by level depth and the hero's experience level. Specifically, when a monster is generated, its level is determined as follows:[1] Start with the monster's base level; If the level depth value is smaller than the monster's base level, subtract one; If the level depth value is bigger than the monster's base level, add one-fifth of the difference between the two (rounded down); If your experience level is higher than the monster's base level, add one-fourth of the difference between the two (rounded down); If the result is higher than 1.5 times the monster's base level (rounded down), then it is lowered to that number; If the result is higher than 49, then it is lowered to that number. The final result is the monster's starting level. If you are in the Endgame, then your effective level depth is the depth of the Sanctum plus one half of your experience level. If you have the Amulet of Yendor but are not in the Endgame, then your effective level depth is the depth of the Sanctum. There are a few ways for a monster to gain levels. For more information about this, see Growing up. Exceptions The Wizard of Yendor is an exception to these rules. His level is 30, plus the number of times he has been killed, up to a maximum of 49.[2] Player monsters that are generated when you arrive on the Astral Plane or the final level of the Wizard quest are another exception. They are generated at a random level, between 15 and 30 for the Astral Plane, and between 1 and 16 for the Wizard quest.[3] Similarly, your guardian angel on the Astral Plane is generated at a random level, between 15 and 22.[4] Named demons and the mail daemon (which are internally defined with "monster level" greater than 49) are another exception. They have a fixed starting number of hit points, and their starting level is one-fourth of that number (rounded down):[5] Monster Starting hit points Starting level Mail daemon 100 25 Juiblex 88 22 Yeenoghu 100 25 Orcus 120 30 Geryon 132 33 Dispater 144 36 Baalzebub 166 41 Asmodeus 198 49 Demogorgon 200 50 Another exception is self-polymorph. When you polymorph into a monster, your hit dice (HD) will be equal to the monster's base level, without adjustment for dungeon depth or your natural form's level.[6] Monster level and hit points The number of hit points of most monsters is (monster level)d8.[7] Exceptions are golems, the Riders, the named demons, adult dragons, elementals created on their home planes, level 0 monsters, player monsters generated when you arrive on the Astral Plane or Wizard quest[8], and your guardian angel on the Astral Plane.[9] For more details, see the hit points article. When you are polymorphed into a monster, your monster form's hit points are (HD)d8. Exceptions to this are golems, adult dragons, elementals (if you polymorph into one on its home plane), and HD:0 monsters.[10] References ↑ src/makemon.c in NetHack 3.6.6, line 1755 ↑ src/makemon.c in NetHack 3.6.6, line 1762 ↑ src/mplayer.c in NetHack 3.6.6, line 142 ↑ src/minion.c in NetHack 3.6.6, line 501 ↑ src/makemon.c in NetHack 3.6.6, line 995 ↑ src/polyself.c in NetHack 3.6.6, line 701 ↑ src/makemon.c in NetHack 3.6.6, line 980 ↑ src/mplayer.c in NetHack 3.6.6, line 143 ↑ src/minion.c in NetHack 3.6.6, line 502 ↑ src/polyself.c in NetHack 3.6.6, line 702-L714
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# Related changes Enter a page name to see changes on pages linked to or from that page. (To see members of a category, enter Category:Name of category). Changes to pages on your Watchlist are in bold. Recent changes options Show last 50 | 100 | 250 | 500 changes in last 1 | 3 | 7 | 14 | 30 daysHide registered users | Hide anonymous users | Hide my edits | Show bots | Hide minor editsShow new changes starting from 17:34, 24 July 2023 Namespace: all (Main) Talk User User talk NetHackWiki NetHackWiki talk File File talk MediaWiki MediaWiki talk Template Template talk Help Help talk Category Category talk Source Source talk Forum Forum talk Video Video talk User blog User blog talk Blog Blog talk Module Module talk &nbsp;Invert selection &nbsp;Associated namespaceTag filter:Page name: Show changes to pages linked to the given page instead List of abbreviations: N This edit created a new page (also see list of new pages) m This is a minor edit b This edit was performed by a bot (±123) The page size changed by this number of bytes 18 July 2023 &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;06:14&nbsp; Scroll of genocide‎ (diff | hist) . . (+415)‎ . . Ardub23 (talk | contribs) (→‎Variants: Hack'EM info)
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# Curse removal One very common problem in NetHack is being stuck to a cursed item. Cursed weapons weld themselves to your hand, cursed armor and jewelery cannot be removed, and cursed loadstones cannot be dropped. You can reduce your chances of being stuck with something cursed by testing everything with your pet or an altar, but because some monsters can curse your items, it is likely that even careful players will end up with cursed items at some point. This page aims to list all possible ways to free yourself from a cursed item. Three general approaches, in order of preference for valuable items, are to uncurse the item, to get unstuck from it, or to simply destroy it. Contents 1 Removing the curse 2 Removing the item 3 Destroying the item 4 SLASH'EM 5 dNetHack 6 See also 7 References Removing the curse Read a non-cursed scroll of remove curse, unless you are confused. An uncursed scroll will uncurse loadstones and anything worn or wielded - even if what you're wielding isn't a weapon! A blessed scroll will uncurse everything in your main inventory. Cast a spell of remove curse. If you're at least skilled in clerical spells, it will work like a blessed scroll. Otherwise, it will work like an uncursed scroll. You can't cast remove curse with both hands welded to a cursed two-handed weapon, and probably not while wearing a dunce cap. Enchant it. (This does not work for chargeable rings.) Dip the cursed item into a potion of holy water. Dip the cursed item into a fountain for a 2/15 chance. Be aware that this will wet the item and may summon a water demon or water nymph. If a long sword is converted to Excalibur by dipping, it is automatically uncursed. Pray. Your deity treats cursed blindfolds, towels, levitation items, two-handed weapons, and wearing both cursed weapon and cursed shield, as a major problem. Wearing any amulet of strangulation is also treated as a major problem, but you probably want to pray only if the amulet is cursed, otherwise you can just remove it. Other cursed wielded or worn items (plus loadstones and luckstones) are treated as a minor problem. If succesful, the cursed item will be uncursed, except for the amulet of strangulation, which will be destroyed. If both weapon and shield are cursed, only the weapon will be uncursed. There is also a chance that you will be "surrounded by a light blue aura" and have everything in your inventory uncursed, if you pray with sufficient luck. Wield it, and step on a magic trap. There is a 1/20 chance of this acting like an uncursed scroll of remove curse. Be careful, because the most common effect of a magic trap is to blind you and summon monsters. Don't deliberately wield cursed weapons. Zap a wand or spell of cancellation at the object. Use . to zap cancellation at yourself — drop everything you don't want cancelled before doing this. This will also set the item's enchantment to zero. Removing the item Drop everything else and let a nymph steal the cursed item. You can then hunt her down to retrieve it, if desired. If the cursed object is armor, let an incubus or succubus remove it. If the cursed object is causing you to levitate, float over a sink. You will crash to the floor, and the item will be removed, although it will remain cursed. Loadstones only: drop everything but the loadstone, a wand of digging and your armor, enter a shop, pick up something in the shop, and dig through the floor. The shopkeeper will "grab your backpack", i.e. take your inventory, including the loadstone but except worn or wielded items. If the cursed object is armor or a weapon, polymorph into something that can't wear armor or wield weapons. If dealing with body armor specifically and you have a choice in the matter, go for a small monster so that the armor isn't destroyed; if you've got lycanthropy, changing into animal form also works: werewolves will destroy body armor they are wearing, while werejackals and wererats will shrink out of it. If the cursed object is armor, dip it in a potion of polymorph. It will either shudder or be removed. [1] A comment in the source hints this may change in future versions ("for now, take off worn items being polymorphed"[2]). Destroying the item If the cursed object is armor that you don't mind losing, take off all other armor and read a noncursed scroll of destroy armor. High-level spellcasting monsters can destroy armor which works if you're not magic resistant, in the order cloak, suit, shirt, helmet, gloves, boots, shield, but watch out for their other spells such as touch of death, or indeed, curse items, which will end up making you go backwards. Disintegrating breath (from a black dragon) can destroy some armors. If the cursed object is a metal or wooden ring[3] and you don't mind gaining its intrinsic: Polymorph into a form that can, and eat it. Stone to flesh will convert a loadstone or some cursed rings to food. Drop all other gemmed rings, marble wands or gems beforehand to prevent them from being affected. If the cursed object is a ring, shock may cause it to explode, but may also explode useful rings and wands. Overenchant and vaporize it. You can also underenchant and vaporize items with cursed scrolls of enchant foo, if the enchantment is negative enough. Similarly, you can overcharge a chargeable ring until it explodes. This is probably a waste of scrolls of charging. (In SLASH'EM you can also pay a shopkeeper to do this.) A boomerang welded to your hand may be destroyed as you bash monsters with it in melee. Dip the cursed item into a potion of polymorph. The item will transform into a new item of the same class, still cursed. Armor and jewelery will be no longer worn, and loadstones will become droppable, but weapons will still be welded to your hand. SLASH'EM In SLASH'EM, you can pay a shopkeeper to uncurse an item. The castle moat is Lethe water. In addition to all its other effects, it will uncurse anything dipped into it. See the SLASH'EM section in castle for more details. dNetHack dNetHack also incorporates shopkeeper services. The Lethe is found in the Lost Cities branch, rather than around the castle. An effigy can be used. See also Curse-testing Remove curse References ↑ zap.c in NetHack 3.4.3, line 1365: worn armor is removed when polymorphed ↑ zap.c in NetHack 3.4.3, line 1362 ↑ eat.c in NetHack 3.4.3, line 1904 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.

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