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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 18:02, 24 July 2023 Namespace: all (Main) Talk User User talk NetHackWiki NetHackWiki talk File File talk MediaWiki MediaWiki talk Template Template talk Help Help talk Category Category talk Source Source talk Forum Forum talk Video Video talk User blog User blog talk Blog Blog talk Module Module talk  Invert selection  Associated namespaceTag filter:Page name: Show changes to pages linked to the given page instead List of abbreviations: N This edit created a new page (also see list of new pages) m This is a minor edit b This edit was performed by a bot (±123) The page size changed by this number of bytes 20 July 2023      13:29  Inediate‎ (diff | hist) . . (-41)‎ . . Darth l33t (talk | contribs) (Undo revision 152507 by Coz (talk) those are "g" and already covered) (Tag: Undo) 19 July 2023      16:47  Inediate‎ (diff | hist) . . (+41)‎ . . Coz (talk | contribs) (Added gargoyles and wingeds as inediate)
# Wand of make invisible / Name make invisible Appearance random Abundance 4.5% Base price 150 zm Weight 7 Type beam Maximum charges 8 Monster use May be used by monsters as misc items. The wand of make invisible is a wand that appears in NetHack. Contents 1 Generation 2 Effects 3 Strategy 4 Variants Generation Monsters may be generated with a wand of make invisible as a miscellaneous item. Effects Zapping the wand at a monster makes them invisible; zapping this wand at a peaceful monster will anger it. If you zap it at yourself (direction .), you become permanently invisible, unless you are wearing a mummy wrapping. Zapping the wand downward (direction >) will make any engraving on that square disappear, as does engraving with it. Strategy Main article: Invisibility If you do not yet have a method to enter shops, e.g. a mummy wrapping, you might want to keep this wand in case you get a fresh stalker corpse; eating one while already invisible will grant the see invisible intrinsic and make you permanently invisible, which you already will be as a result of the wand. Once a player is permanently invisible, this wand normally has little use; making your non-steed pets invisible does not give them a combat advantage. Pacifists will see lots of floating eyes, and may want the wand to make them invisible and render them safe for their pet to kill. Variants In SLASH'EM, wands of make invisible can also make objects invisible. This simplifies the process of identifying the wand. 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:Yoyodyne Welcome! Welcome! Hi, Yoyodyne! Welcome, and thanks for joining NetHackWiki! The How to help and Style guide pages are excellent starting points. Special:Recentchanges is a great first stop, because you can see what other people are editing right this minute, and where you can help. Questions? Need help? You can ask at the Community Portal, the forum, or on the discussion page associated with each article! Just remember to sign those posts with four tildes: ~~~~. That will expand to create a signature. You can put {{NAOplayer|NAO player account}} on your user page to link to your NAO player account. Capitalization matters. We are really happy to have you here, and look forward to working with you! This is an automated greeting. -- New user message (talk) 23:41, 10 June 2021 (UTC)
# Flesh Flesh is a material. It refers to the real-life equivalent of "meat"—i.e. the muscle, fat, entrails, and skin of an animal. Most corpses are made of flesh, as well as the following items: tripe ration egg meatball meat stick huge chunk of meat meat ring Monsters "made" of meat are often described as fleshy; this property determines, among other things, whether or not a statue of that monster will be brought to life. All flesh items are unsuitable for vegan characters to eat, and all except eggs are unsuitable for vegetarians as well. If a player polypiles enough flesh items on a single square, they have a chance of creating a flesh golem. 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:KRR Welcome! Welcome! Hi, KRR! Welcome, and thanks for joining NetHackWiki! The How to help and Style guide pages are excellent starting points. Special:Recentchanges is a great first stop, because you can see what other people are editing right this minute, and where you can help. Questions? Need help? You can ask at the Community Portal, the forum, or on the discussion page associated with each article! Just remember to sign those posts with four tildes: ~~~~. That will expand to create a signature. You can put {{NAOplayer|NAO player account}} on your user page to link to your NAO player account. Capitalization matters. We are really happy to have you here, and look forward to working with you! This is an automated greeting. -- New user message (talk) 13:58, 7 October 2022 (UTC)
# Related changes Enter a page name to see changes on pages linked to or from that page. (To see members of a category, enter Category:Name of category). Changes to pages on your Watchlist are in bold. Recent changes options Show last 50 | 100 | 250 | 500 changes in last 1 | 3 | 7 | 14 | 30 daysHide registered users | Hide anonymous users | Hide my edits | Show bots | Hide minor editsShow new changes starting from 17:44, 24 July 2023 Namespace: all (Main) Talk User User talk NetHackWiki NetHackWiki talk File File talk MediaWiki MediaWiki talk Template Template talk Help Help talk Category Category talk Source Source talk Forum Forum talk Video Video talk User blog User blog talk Blog Blog talk Module Module talk  Invert selection  Associated namespaceTag filter:Page name: Show changes to pages linked to the given page instead List of abbreviations: N This edit created a new page (also see list of new pages) m This is a minor edit b This edit was performed by a bot (±123) The page size changed by this number of bytes 23 July 2023      10:06  Metallivore‎ (diff | hist) . . (+239)‎ . . Umbire the Phantom (talk | contribs) (not a stub, re-org, word choice, etc.) 20 July 2023      13:29  Inediate‎ (diff | hist) . . (-41)‎ . . Darth l33t (talk | contribs) (Undo revision 152507 by Coz (talk) those are "g" and already covered) (Tag: Undo) 19 July 2023      16:47  Inediate‎ (diff | hist) . . (+41)‎ . . Coz (talk | contribs) (Added gargoyles and wingeds as inediate)
# User:Flag On The Moon/Maps This page has some maps that I've designed for quests and special levels. Contents 1 Alternate Priest Home Levels 1.1 Shrine (Shinto/Samurai pantheon) 2 Venice 2.1 Piazza San Marco 2.2 Upper filler level(s) 2.3 Forte Marghera 2.4 Lower filler level(s) 2.5 Padua 3 Alternate Officer Quest 3.1 Precinct 3.2 Upper filler level 3.3 Forbidden Fruit 3.4 Lower filler level(s) 3.5 House of Vice 4 Derceto 4.1 Attic 4.2 Upper filler level 4.3 Ground Floor 4.4 Lower locate level(s) 4.5 Lair Alternate Priest Home Levels Main article: Biodiversity patch/Priest quest One feature of the Biodiversity patch is that the home level of the Priest quest depends on the pantheon of the player. Here are some additional home levels for pantheons that did not have them in the patch. Shrine (Shinto/Samurai pantheon) .................................................................#####......................................---------........................#####....^.................................|.......|........................#####..................---------------.....|...>...|........................#####..................---------------.....|.......|........................#####......-----------.|.............|.....|.......|........................#####......|.........|.|.@@..........|.....----+----........................#####......|.-----...|.|.@...........|.....................................--###--.....|.-----...|-|.............|-...@.......... ... ... ... .........|-----|.d...|.|...|d..|.|.............|.................................................|.|.(.+...+.S......_......+.................................................|.|...|d..|.|......@......|.................................................|.-----...|-|.............|-...@.......... ... ... ... .........|-----|.d...|.-----...|.|.@...........|.............................--.--...--###--.....|.........|.|.@@..........|.............................|...|....#####......-----------.|.............|.............................|.{.|....#####..................---------------.............................|...|....#####..................---------------.............................-----....#####.......................................................................#####.......................................................................#####...... The Japanese pantheon home level is based on a Shinto shrine. The Arch Priest and several acolytes start in the haiden, the hall of worship. Behind it is the honden, the sanctuary of the kami. Inside the honden is a chest containing a mirror. The outer gate and the door of the sanctuary are flanked by statues of large dogs, representing komainu, "lion-dogs", guardian figures. The shrine is besieged by twelve human zombies and two hostile tengu. Venice Maps for a quest set in and around Venice. Inspired by the use of a real-world setting in the SLASH'EM Yeoman quest. Piazza San Marco Wikipedia has an article about: Piazza San Marco ----------------------------------------------------------   |}}}}.---------|.......|...................................u.|....+.....|   |}}}}.|.......||.@.@.@.|.....................................|.----.....-----}}}}.|.......||.@.....+...................................u.|.|............--}}}.|random.||.@.@.@.|.....................................+.+.........._..|}}}.|.......||.......|...................................u.|.|............--}}}.|.......|---------...........................{.........|.----.....-----}}}}.----+---->...........................................u.|....+.....|   |}}}}..........----+------+------+------+-----------.........----------------}}}}.........^|.......|.....|.......|.....|...|...|.........................}}}}..........|general|.@.@.|liquor.|.....|...|.b.+..............-----------}}}}-----S----|.......|..@..|.......|.....|zoo|.o.|..............|.........|}}}}|.1|..|.2||.......|.....|.......|.....|...|.o.|..............|.........|####|+#-+#-+#|-----------------------------...|.k.|..............|.throne..+....+.......@|}}}}}}}}}}}}}}}}}}}}}}}}}}}}|...|...|..............|.........|####|#+-#+-#+|}}#.....#.....#.....#.....}}--+------...:......f...-----+-----}}}}|5.|4.|3.|}}...#.....#.....#.....#......................................}}}}--#--#--#-}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}} A simplified version of the Piazza San Marco, notably omitting the north side of the square. Geographical notes: The water at the bottom of the map is the Lagoon. The temple is the Basilica San Marco. The fountain marks the approximate location of the Campanile. The throne room is the Palazzo Ducale. The prison is the Palazzo delle Prigioni, used at one time as a prison, and linked to the Palazzo Ducale by the Ponte dei Sospiri (Bridge of Sighs). The trees along the lagoon represent the palace gardens. The second-hand bookstore is the Biblioteca Marciana. The treasure zoo is the Zecca (Mint). The liquor emporium is in roughly the location of the Caffè Florian, a cafe dating back to the 1700s. The general store is the National Archeological Museum. There is a random ring (possibly drawn from a shortlist of especially desirable ones) "lost" on a water tile in the lagoon. This is an allusion to the annual Marriage of the Sea ceremony . And here's what this looks like in des-file format: FLAGS:hardfloor GEOMETRY:center,center #0 1 2 3 4 5 6 7 #12345678901234567890123456789012345678901234567890123456789012345678901234 MAP ---------------------------------------------------------- |}}}}.---------#0 |.......|.....................................|....+.....| |}}}}.|.......|#1 |.......|.....................................|.----.....-----}}}}.|.......|#2 |.......+.....................................|.|............--}}}.|.......|#3 |.......|.....................................+.+.............|}}}.|.......|#4 |.......|.....................................|.|............--}}}.|.......|#5 ---------...........................{.........|.----.....-----}}}}.----+----#6 ..............................................|....+.....| |}}}}..........#7 ----+------+------+------+-----------.........----------------}}}}..........#8 |.......|.....|.......|.....|...|...|.........................}}}}..........#9 |.......|.....|.......|.....|...|...+..............-----------}}}}-----S----#0 |.......|.....|.......|.....|...|...|..............|....\....|}}}}|..|..|..|#1 |.......|.....|.......|.....|...|...|..............|.........|FFFF|+F-+F-+F|#2 -----------------------------...|...|..............|.........+....+........|#3 }}}}}}}}}}}}}}}}}}}}}}}}}}}}|...|...|..............|.........|FFFF|F+-F+-F+|#4 }}T.....T.....T.....T.....}}--+------... ...... ...-----+-----}}}}|..|..|..|#5 }}...T.....T.....T.....T......................................}}}}--F--F--F-#6 }}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}#7 }}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}#8 }}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}#9 ENDMAP NON_DIGGABLE:(00,00,75,19) BRANCH:(74,08,74,08),(0,0,0,0) STAIR:(00,07),down # The National Archeological Museum REGION[50%]:(01,09,07,12),lit,"shop" DOOR:closed,(04,08) # Vigili Urbani MONSTER:('@',"watchman"),(10,06),peaceful MONSTER:('@',"watchman"),(10,08),peaceful MONSTER:('@',"watch captain"),(11,10),peaceful DOOR:closed,(11,08) # Caffe Florian, a cafe dating back to the 1700s REGION:(15,09,21,12),lit,"potion shop" DOOR:closed,(18,08) # The Zecca, or Mint REGION:(29,09,31,14),lit,"zoo",filled DOOR:closed,(30,15) # The Biblioteca Marciana REGION:(33,09,35,14),lit,"scroll shop" DOOR:closed,(36,10) # The palace gardens MONSTER:('n',"water nymph"),(05,15) MONSTER:('n',"water nymph"),(11,15) MONSTER:('n',"water nymph"),(17,15) # Attributes of St. Theodore and St. Mark, atop columns OBJECT:('`',"statue"),(40,15),"crocodile",1 OBJECT:('`',"statue"),(47,15),"panther",1 # should be (winged) lion # St. Mark's Basilica REGION:(47,01,61,07),lit,"temple" ALTAR:(59,04),lawful,shrine DOOR:closed,(46,04) DOOR:closed,(48,04) DOOR:closed,(51,01) DOOR:closed,(51,07) FOUNTAIN:(36,06) # at the approximate location of the Campanile # The "Horses of St. Mark" OBJECT:('`',"statue"),(44,01),"warhorse",1 OBJECT:('`',"statue"),(44,03),"warhorse",1 OBJECT:('`',"statue"),(44,05),"warhorse",1 OBJECT:('`',"statue"),(44,07),"warhorse",1 # Palazzo Ducale REGION:(52,11,60,14),lit,"throne" DOOR:locked,(61,13) # Palazzo delle Prigioni $place = { (68,11), (74,11), (73,15), (70,15), (67,15) } SHUFFLE: $place MONSTER:('@',"watchman"), (74,13), peaceful MONSTER:('@',"prisoner"), $place[0], peaceful MONSTER:('@',"prisoner"), $place[1], peaceful ENGRAVING:(71,11),engrave,"CASANOVA STETTE QUA" # lit. "Casanova stood here" DOOR:locked,(66,13) DOOR:locked,(67,12) DOOR:locked,(70,12) DOOR:locked,(73,12) DOOR:locked,(68,14) DOOR:locked,(71,14) DOOR:locked,(74,14) # Misc DOOR:closed,(08,03) DOOR:closed,(25,08) DOOR:closed,(71,06) REGION[50%]:(68,01,74,05),lit,"shop" Upper filler level(s) A swamp level, as in the Healer quest. This represents crossing from Venice to mainland Italy. Normally one would take a boat or some other means of transportation to get across, but this quest supposes that the island is under quarantine, so you must make the passage on your own. Forte Marghera .}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}.}}.}}}.}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}..............}}}.}}.}}}.}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}........------.....}}}.}}.}}}.}}}}................}}}}}}}}}}}}}}}}}}}}}.............|....#.....}}}}}}}}}}..}}}......#..............-----------------............|....#.....}}}}}}}}}}..}}}..#............#.....|barrack|barrack|............+....#....}}}}}}}}}}}..}}}}........#........#..|.......|.......|......D.....|....#...}}}.}}}}}}}}..}}}}...#.........#......----+-------+----............|....#...}}}}}...}}}}..}}}}.................................................------..}}}}}}.....}}>...........................................................#..}}}}}.....<.}..}}}}.................................................------..}}}}}......}}..}}}}..#...........#.....----+-------+----............|....#..}}}}}...}}}}}..}}}}..........#.........|barrack|barrack|............|....#...}}}...}}}}}}..}}}.......#.........#...|.......|.......|............+....#...}}}..}}}}}}}..}}}..#..........#.......-----------------............|....#....}}.}}}}}}}}..}}}................}}}}}}}}}}}}}}}}}}}}}}}}..........|....#....}}}}}}}.}}}.}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}........------.....}}}}}}.}}}.}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}..............}}}}}}..}}.}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}.....}}}}}}}.}}.}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}} At the locate level, you reach mainland Italy at Forte Marghera (built in the early 1800s). The simplified layout of the fort features four barracks and two blockhouses manned by centaurs. There is also an adult dragon of a random color. Lower filler level(s) Woodlands, as in the Ranger quest. This represents the route from Mestre (mainland Venice) to Padua. Padua ...............................-------------...........................................................-----#.........#-----.....................................................---........FFF........---..................................................--#.....................#--................................................--.........#.....#.........--..............................................--.......------.------.......--.............................................|#.......|...........|.......#|............................................--.......#|..{.....{..|#.......--...........................................|...FFF...|...........|...FFF...|...........................................+...FFF.........@.........FFF...+.....................<.....................|...FFF...|...........|...FFF...|...........................................--.......#|..{.....{..|#.......--............................................|#.......|...........|.......#|.............................................--.......------.------.......--..............................................--.........#.....#.........--................................................--#.....................#--..................................................---........FFF........---.....................................................-----#.........#-----...........................................................-------------................................ Your quest nemesis resides in a garden in Padua (freely modeled on the real Orto botanico di Padova, founded in 1545), surrounded by shriekers and random molds. The real-life Orto botanico is surrounded by university buildings, a large public square with numerous sculptures, and a basilica dedicated to the patron saint of Padua. These were not included, to keep the map simple and symmetrical. Scattered throughout this level are cryptic engravings hinting at alchemical recipes. Alternate Officer Quest A quest in a gritty urban setting, with sex and drugs. Quest monsters include black lights and various monsters with theft attacks. In addition, several levels have "Yendorian skinheads". This quest assumes the presence of SLASH'EM features such as firearms and spontaneous generation of fungi from corpses. Precinct -----------.-----------.-------------------..-----------.....-----------..| |..|......|.|....|....|.|........|..|..|..|..|....|....|.....|....|....|..| |..--..--+-.---+----+--.|........|+#-+#-+#|..|....|....|.....|....|....|..| |...----n.....#.........---+--...|........|..|....|....|.....|....|....|..| |[email protected]+-..-+-|..|....|....|.....|....|....|..| |----.--+-..|.|....|.-------.|...|..#..#..|..|....|....|.....|....|....|..| |...|.|..|..+.|....|.|.....|.+...|---++---|..|....|....|.....|....|....|..| |...+.|..-+--.------.|barr.|.|...|........|..--+----+---.....---+---+---..| |...|.----..|......#.+acks.|.-----.@.@.@.@|..............................#--|----.|..|..----+---.|.....|.....)........).................................^.....|..|...|.....|.-------..{..+....@...+...............{................>|---.@--+----|.....|..#..........)........).................................|..|......|..|.....|}.|.-----#----.@.@.@.@|..............................#--|..+.----.+..-------}.|.|...|@+..|........|..---+----+--.....-----+-----..| |..|.|..|.|..|......@.|.|...|.|..|-+----+--..|....|....|.....|..|...|..|..| |+--.+..|.----.--------.--+--.|..|..|.....|..|....|....|.....+..|...|..+..| |..------n.....|......+n......----..|.....|..|....|....|.....|--|...|--|..| |..|....+.---+--......--+--.-+-..|-------S|..|....|....|.....+..|...|..+..| |..|....|.|....|......|...|.|....|........|..|....|....|.....|..|...|..|..| ---------.-----------------.---------------..-----------.....-----------..|   The jail holds a thug, a mugger, and a player monster rogue, all generated peaceful. At the other side of the police station are a (trapped) evidence locker (with tins of yellow mold and potions of hallucination) and an armory with two rooms. The outer room of the armory contains leather armor, clubs, low boots, and a few random weapons and pieces of armor; the secret room contains more valuable firearms and ammunition. After you've accepted your assignment, you can recruit some of the rookie cops to help you if you have the right snack. Beware: mixed in among the hostile muggers on this level are two or three peaceful ones. For their sake (and yours), use farlook to verify if a creature is a real threat before you use ranged attacks. Upper filler level A city park: a "woodland" map, as in the Ranger Quest. In addition to randomly generated monsters, there are six muggers, six wood nymphs, and a feral dog. Some random potions discarded on the ground. Forbidden Fruit .....................................................----    ------    ----......................................................---..------....------..---..---+----------+---------------+-----+--------.....|.......  ......  .......|.  |....|.....|.....|....|.....|....|.....|....|.....|.......  ......  ....>..|. |....|.....|.....|....|.....|....|.....|....+.....--...... ---++--- ......--. |book|.barr|acks.|....|grave|....|.....|....|......--..-----......-----..--.. |....|.....|.....|....|.....|....|.....|....|.......|-+-..#........#..-+-|... |....|.....|.....|....|.....|....|.....|....|.......--..................--....--------+----------+----+-+------------------.......|......@.@.@.@.......|.............................#..||..|.........|........--.#................#.--............................#..||..+...._....+........|[email protected].@........|............................#......|.........|........|(....................(|............................#######|.........|........|[email protected].@........|.......}}}}}}}}}}}}}}}}}...........------------.......--.#................#.--.....}}}}}}}}}}}}}}}}}}}............|.........|........|......@.@.@.@.......|........}}}}}}}}}}}}}}}}}............|...zoo...+........--..................--.....................................|.........|.........---..#........#..---......................................|.........|...........-----......-----........<...............................-----------...............---++---..........................................             ................................. The club is frequented by peaceful NPCs from all the vanilla quests (students, chieftains, neanderthals, attendants, pages, abbots, acolytes, hunters, roshi, guides, warriors, apprentices), with several nymphs to entertain them. Elsewhere on the level are two functioning stores (one guaranteed to be a bookstore), two barracks, a real zoo, and an abandoned temple with an attached graveyard. Lower filler level(s) Mines-type caverns, with similar monsters to those above, as well as a number of fungi. House of Vice         -------------         }}}}}}}}}}}}         -------------      ---...........---       }}}}}}}}}}}}}      ---...........---     --....-------....--     }}}}}}}}}}}}}}     --....-------....--    --...---.....---...-----}}}}}}}}}}}}}}}}-----...---1|2|3---...--   --...--.........--......}}}}}}}}}}}}}}}}}}......--!-+-+-+-!--...--   |....|...........|......}}}}}}}}}}}}}}}}}}......|!.........!|....|  --...--...........--.....}}}}}}}}}}}}}}}}}}.....----!---S-!----...-- --....|.............|.....}}}}}}}}}}}}}}}}}}.....|..---...---..|....-- |.....|.............|.....}}}....}}}}....}}}.....|...+.....+...|.....| |.....|......<......|........}}}}....}}}}........|...|..@..|...|.....| |.....|.............|.....}}}....}}}}....}}}.....--+--.....--+--.....| --....|.............|.....}}}}}}}}}}}}}}}}}}.....|...--...--...|....--  --...--...........--.....}}}}}}}}}}}}}}}}}}.....--...-+---...--...--   |....|...........|...^..}}}}}}}}}}}}}}}}}}..^...|..--...--..|....|   --...--.........--......}}}}}}}}}}}}}}}}}}......--.+.....+.--...--    --...---.....-S---------}}}}}}}}}}}}}}}}---------S-.....-S-...--     --....-------....--    }}}}}}}}}}}}}}}     --....-------....--      ---...........---      }}}}}}}}}}}}}}      ---...........---        -------------        }}}}}}}}}}}}}         -------------                             }}}}}}}}}}}}} The target of your raid, Professor Vice, stands over a sink in the center room on the right side, and is generated with a lab coat, two potions of hallucination, and three potions randomly selected from the following list: sickness, acid, confusion, paralysis. He occupies a small room with no doors aligned with him orthogonally or diagonally, so it is very difficult to take him by surprise without getting into melee range. (He resists poison, so a stinking cloud won't help.) He has a hallucination-causing melee attack, a physical melee attack, a thieving melee attack, and a passive hallucination-causing attack. The entire level is a kind of informal fungus farm, with a large number of random corpses, including several player monster corpses, and at least a dozen fungi, including yellow molds, violet fungi, and shriekers, already present at level generation. The shriekers have attracted four purple worms, which are placed randomly around the level and will gladly swallow pets or pluck you off your steed. The five side rooms contain (1) a succubus, (2) an incubus, (3) a gaggle of six nymphs, (4) trolls, and (5) pudding corpses. The closets behind your nemesis contain (1) a hostage, (2) a huge pile of killer coins, and (3) his pet shoggoth, generated hiding. The placement of each of these features is randomized, so tread carefully. The hall behind the nemesis contains potions, random treasure, mimics, and (evidence of more illicit behavior) a thoroughly rusty thoroughly corroded -3 orcish dagger. Derceto derceto* It was an old piano, with secret drawers; the kind people who buy stuff in antique stores go crazy over. The Derceto house is supposed to be piled high with classy junk: furniture, books, paintings. It looked like whoever owned Derceto was about to get cleaned out. [...] I looked over a copy of the police report. The former owner of Derceto, a guy called J. Hartwood, had hanged himself in the loft. The coroner concluded it was a clear-cut case of suicide. I promised Gloria Allen I'd give the place a look-over. My report will be ready in a couple of days. I've been reading up on the history of the old house; it's the kind of place ghosts run away from in terror. Grisly murders, curses, lunacy ... Luckily, devil-worship makes me smile, so this is my idea of a paid vacation. |[ Alone in the Dark ] jeremy hartwood They are coming. I have freed hellish forces and now the price must be paid. Derceto is the prey of evil. The sun has set. They will find my body but will not have my soul. I can imagine the master's fury and the terror in the hearts of his slaves. I hear their footsteps. Some may understand what I have done. May God forgive me. Farewell, Jeremy Hartwood. |[ Alone in the Dark ] Maps for a quest that homages the 1992 Alone in the Dark video game, which is considered one of the pioneers of the survival horror genre. The original Alone in the Dark sees the protagonist trying to determine the source of the evil that controls a haunted mansion in 1920s Louisiana. In the process, you collect items that you need to find and destroy the source, while fending off undead and Lovecraftian monsters. As part of the homage, most of the quest levels are modeled on sections of the house, and contain stashes of guaranteed useful loot. This quest includes firearms and Lethe patch monsters. Attic       ------            |..U>|       ------+---------  |(...|....|...(|  |....+....+.B..#  ------....----S-  #..Z.+....+....#  |(...|....|...(|  -------++-------  |..............|  |.@. ..ZZ.. .Z.|  |..............|  |..............|  |.Z. ...^.. .Z.|  |......'.......|  ------#.##------         B          You arrive in the attic of Derceto, where you meet your quest leader, Emily Hartwood, the niece of the house's former owner (and one of two playable characters in the original game). You are also greeted by several zombies and a nightgaunt hovering outside a broken window. The relatively small attic map is surrounded by air. The four chests contain several guaranteed items: a bow, an oil lamp, a potion of oil, and a scroll of earth. Upper filler level           ------                    |<..>|           -----------..-----------  |...|............|.|...|  |.W^+.'..........+.+.B.|  |...|............|.-----  ------------------.+...|  |...|     ..     |.|.;(|  |(X^S............|.-----  -----. . ..L. . .|.....|  |.).|. . .... . .--+--.|  --S--. . .... . .|ZZZ|.|  |.(.|............|ZZZ|^|  |...|     ..     |'ZZ|.|  --+-------++----------+-  |...'....'..'.....'....|  |'....'........'.......|  --####----####----####--                            The upper filler level is the second floor of the house, which includes a sculpture gallery (filled with statue traps) and a library with a secret room (and a lich). Because the downstair is just a few tiles from the upstair, it is possible to skip this level entirely. However, it contains a number of guaranteed "stashes" (silver bullets, potions of healing, booze, and oil, scrolls and spellbooks, and a cursed athame in the secret room beside the library). In addition to the traps specified in the map, there are six random traps throughout the level. Ground Floor ..........------..........}}}}}}}}}}|<...|}}}}}}}}}}}------#----..---########}}|!|.(.#.|......|#.....##}}|ZS.....+......+..}n}..#}}|)|.....|......|#.....##}}-----+-----..------+----}}|.........|^^|#.......#|}}|.........|^^|.. . . ..|}}|.morgue..+^^+.........#}}|.........+^^+.. . . ..#}}|.........|^^|.........|}}|.........|^^|#.......#|}}------++---..-------++--}}|...|.^^.|....|'.......|}}|.>.+....+....+......@.#}}|...|....|....|........|}}------##---++---##--##--}}}}}}}}}}}}...?}}}}}}}}}}}.......................... The locate level is the ground floor of the house. The house map is surrounded by darkened swamp land instead of air. All walls are non-phasable. There are three routes from the upstair to the downstair. The central corridor contains several random traps, but if they turn out to be harmless or easily disarmed, you can get through that way. Otherwise you can take the left path, through the large graveyard, or the right path, past the mid-boss (a vampire lord or, if the Pirate role is present, a pirate player monster with a guaranteed silver saber). The shades in the large room on the right are peaceful and give quest guardian messages if #chatted with. The statue of the water nymph is named "Lady Astarte" and contains silver arrows. It is the centerpiece of a garden infested with spiders or scorpions. There is a guaranteed sink, ice box, and a secret closet containing a pistol and potion of oil. Lower locate level(s) The only randomly generated level(s), caverns inhabited by deep ones and a long worm named "First Instar Cthonian". Lair -------------|(.^.^.^.^.(|------S------|.}}....#}}.||.}}#.@..}}.||.}}}}.}#}}.||.}}}}#}}}}.||..}}}}}}}..|---.......---| |.}}^}}.| |------+------ The lair of the quest nemesis is surrounded by a maze, prompting the first-time message, "You have dropped into a place that resembles your conception of Hell." The nemesis, Captain Pregzt, stands on an altar to Moloch in the center of a small island. Unusually for a quest nemesis, he is non-covetous and in fact completely sessile; however, he is a potent spellcaster and shoots fireballs that cannot be reflected. He is shielded by several deep ones in the water. He hates silver, so if you can clear a path to him, you can attack him from range with any silver projectiles you might have acquired by this point. He also (ironically?) lacks fire resistance. The chests behind the island contain Pregzt's treasure. Besides this, there are several pieces of random treasure scattered throughout the maze. The walls are diggable.
# Iron shoes [   iron shoes   Appearance hard shoes Slot boots AC 2 Special (none) Base price 16 zm Weight 50 Material iron Iron shoes are a type of non-magical boots that appear in NetHack. They are naturally made of iron, and appear as hard shoes when unidentified. When worn, they grant 2 AC. Contents 1 Generation 2 Description 3 Strategy 4 History 5 Variants 5.1 xNetHack 5.2 EvilHack 5.3 SlashTHEM 5.4 Hack'EM 6 References Generation Dwarves have a 6⁄7 chance of generating with iron shoes, and Uruk-hai have a 1⁄3 chance of generating with them.[1][2] Description A pair of iron shoes grants 2 AC when worn. Worn iron shoes will protect you against a xan's leg-wounding scratch 2⁄5 of the time.[3] Strategy Iron shoes and high boots are the only kinds of boots to have a natural AC of 2; iron shoes are much easier to find, particularly in the Gnomish Mines, but weigh more and incur a small spellcasting penalty. They are additionally vulnerable to rusting, which among other things can make encounters with rust monsters annoying. In the early phases of the game, melee roles with limited-to-no interest in spells and casters looking to prioritize AC will likely grab one of the many pairs of iron shoes they encounter in the Mines, and may swap them for lighter high boots if deemed necessary. The spellcasting penalty is low enough that it's usually possible to retain a comfortably low failure rate if no other metal armor is worn. History Iron shoes first appear in NetHack 3.0.0. Variants Some variants rename the hard shoes used by dwarves to dwarvish boots, which may grant an AC bonus to dwarves that wear them, and are otherwise the same as iron shoes; they may additionally repurpose the iron shoes given to Uruk-hai into orcish boots. xNetHack xNetHack renames iron shoes to dwarvish shoes and retains the chances of Uruk-hai generating them, with a comment in makemon.c suggesting that they stole their boots from dwarves. EvilHack In EvilHack, iron shoes are renamed to dwarvish boots and grant an AC bonuses to dwarves that wear them, while Uruk-hai and other orcs are instead given orcish boots, which grant AC bonuses to orcs wearing them. Dwarvish boots can be created at a forge by combining a dwarvish short sword and a pair of gauntlets. Croesus has a 1⁄2 chance of generating with a set of gold dwarvish boots among his golden armor. SlashTHEM In SlashTHEM, the militant cleric of the rebel leader's party that serves as quest nemeses for the default Noble quest will generate with iron shoes. Hack'EM Hack'EM splits iron shoes into dwarvish and orcish boots similar to EvilHack. Fumble boots can be upgraded into dwarvish boots, and dwarvish boots can be upgraded into speed boots, water walking boots, jumping boots, stomping boots, or kicking boots, with an equal chance of each - upgrading any of these boots will turn them into either dwarvish boots or elven boots. References ↑ src/makemon.c in NetHack 3.6.7, line 417 ↑ src/makemon.c in NetHack 3.6.7, line 370 ↑ src/mhitu.c in NetHack 3.6.7, line 1220
# Migo A user has suggested improving this page or section as follows: "Fix minor formatting error in templates (see the categories at the bottom of the page)." Wikipedia has an article about: Mi-go Migo (or Mi-go) are a group of insect-like monsters, inspired by the works of H.P. Lovecraft, that appear in SLASH'EM (as insects) and dNetHack (as motile fungi). Contents 1 SLASH'EM 1.1 Migo drone 1.2 Migo warrior 1.3 Migo queen 1.4 Encyclopaedia entry 1.5 References 2 dNetHack 2.1 Migo worker 2.2 Migo soldier 2.3 Migo philosopher 2.4 Migo queen 3 Origin SLASH'EM There are 3 "migo" monsters in SLASH'EM: migo drone (a), migo warrior (a) and migo queen (a). The drones and warriors can be randomly generated, whereas the queens can only appear in migohives or from the summon insects spell. Unlike most a they are all able to pick up and use items such as scrolls, wands and potions. Migo drone a migo drone Difficulty 10 Attacks Sting 1d3 poison a migo drone Difficulty 10 Attacks Sting 1d3 poison Base level 7 Base experience 109 Speed 12 Base AC 0 Base MR 10 Alignment −5 (chaotic) Frequency (by normal means) 2 (Quite rare) Genocidable Yes Weight 500 Nutritional value 50 Size Medium Resistances poison Resistances conveyed poison (46%) A migo drone: can fly. can see invisible creatures. is poisonous to eat. is omnivorous. is neither male nor female. is normally generated hostile. wanders randomly. is strong. likes gold. likes gems. can pick up weapons and food. can pick up magical items. has infravision. normally appears in large groups. may turn against you when tame. Reference SLASH'EM_0.0.7E7F2/monst.c#line182 A migo drone is the least dangerous of the migos. It does very little physical damage, although its sting is poisonous. It does appear in large groups, however, and thus may swarm the character. Still, it is not much of a threat even then, not being particularly fast or strong. Chatting with a tame or peaceful migo drone produces an unintentional YAFM: "The migo drone drones." Migo warrior a migo warrior Difficulty 14 Attacks Sting 1d3 poison, Bite 2d4 a migo warrior Difficulty 14 Attacks Sting 1d3 poison, Bite 2d4 Base level 10 Base experience 247 Speed 18 Base AC −3 Base MR 30 Alignment −7 (chaotic) Frequency (by normal means) 1 (Very rare) Genocidable Yes Weight 600 Nutritional value 50 Size Medium Resistances poison Resistances conveyed poison (66%) A migo warrior: can fly. can see invisible creatures. is poisonous to eat. is omnivorous. is male. is normally generated hostile. is strong. can pick up weapons and food. can pick up magical items. has infravision. normally appears in small groups. may turn against you when tame. Reference SLASH'EM_0.0.7E7F2/monst.c#line212 A migo warrior is the next step up from a migo drone. They can be somewhat annoying to get rid of, owing to their relatively low AC and relatively high amount of hit points. They are not a huge threat though, as they do comparatively little damage for their level and appear only in small groups. They are, however, tougher than most a, and so can impede your movement if many appear from summon insects. A migo drone will grow up into a migo warrior at level 10, but a migo warrior cannot grow up into a migo queen.[1] Migo queen a migo queen Difficulty 18 Attacks Sting 1d3 intelligence drain, Bite 6d8 a migo queen Difficulty 18 Attacks Sting 1d3 intelligence drain, Bite 6d8 Base level 15 Base experience 407 Speed 15 Base AC −3 Base MR 50 Alignment −9 (chaotic) Frequency (by normal means) 0 (Not randomly generated) Genocidable Yes Weight 1500 Nutritional value 100 Size Large Resistances poison Resistances conveyed poison (100%) A migo queen: can fly. can see invisible creatures. is poisonous to eat. is omnivorous. is female. is normally generated hostile. is strong. can pick up weapons and food. can pick up magical items. has infravision. cannot be tamed. Reference SLASH'EM_0.0.7E7F2/monst.c#line236 Migo queens are thankfully rarely seen, as they are not randomly generated and only appear in migohives. They have a sting which drains intelligence and causes amnesia in the manner of a mind flayer, as well as a bite which does a large amount of physical damage. One should make sure to watch out for them appearing via summon insects, as this can happen occasionally, especially with the large numbers of a that the priests on the Astral Plane or in Moloch's Sanctum will summon. When meeting these in hand-to-hand combat, a greased helmet is advised. Encyclopaedia entry These strange beings are visitors from another realm. An unusual symbiotic relationship exists between the intelligent fungus and the insectoid form that comprises the bulk of its body. They are said to have access to great magical powers. Their queens have been known to steal human brains, taking them back to distant Yuggoth. Migo are also known as the Fungi from Yuggoth. References ↑ source:SLASH'EM 0.0.7E7F2/mondata.c#629 dNetHack dNetHack has 4 migo monsters, all of which appear randomly in the dungeon (but do not venture into Gehennom). Migo queens and philosophers are both capable of amnesia attacks. Migo are considered Fungi in dNetHack, rather than insects. Also known as the Fungi from Yuggoth, the Mi-go are parasitic fungoid entities which inhabit pinkish, crustacean-like creatures. These creatures are the size of a man, and their bodies are composed of pyramided, fleshy rings. Where a head would normally be sits a convoluted ellipsoid, which in turn sprouts innumerable antennae: the true body of the parasite pushing through the cracked shell of its host. The hosts are about 5 feet (1.5 m) long, and their crustacean- like bodies bear numerous sets of paired appendages. They also possess a pair of membranous wings which are used to fly through the thin aether of outer space. Migo worker F migo worker Difficulty 9 Attacks Claw 1d6 physical F migo worker Difficulty 9 Attacks Claw 1d6 physical Base level 7 Base experience 97 Speed 10 Base AC 2 Base MR 20 Alignment 0 (neutral) Frequency (by normal means) 2 (Quite rare) Genocidable No Weight 1000 Nutritional value 200 Size medium Resistances cold, poison, acid, disease Resistances conveyed poison A migo worker: can fly. can tunnel through walls. can survive underwater. does not breathe. has no eyes. has no head. can see invisible creatures. is poisonous to eat. does not eat. (*) is neither male nor female. wanders randomly. likes gold. likes gems. can pick up weapons and food. can pick up magical items. has infravision. does not appear in Gehennom. normally appears in small groups. cannot be tamed. Migo workers are generated in groups and can tunnel, and therefore dig out dungeon levels quite quickly. Migo workers carry valuable gems and rocks. They are never generated with worthless glass. The Mi-go hail from trans-Neptunian space, but come to Earth to mine various rare substances not found in the environs of far Yuggoth. Mi-go workers bore through the dark, stealing the riches of the Earth from beneath the feet of its native sons and daughters. Migo soldier F migo soldier Difficulty 14 Attacks Gaze attack 0d0 mist projection, Weapon 1d10 physical, Claw 2d3 shock F migo soldier Difficulty 14 Attacks Gaze attack 0d0 mist projection, Weapon 1d10 physical, Claw 2d3 shock Base level 9 Base experience 295 Speed 14 Base AC −6 Base MR 40 Alignment 0 (neutral) Frequency (by normal means) 2 (Quite rare) Genocidable No Weight 1300 Nutritional value 250 Size medium Resistances cold, shock, poison, acid, disease Resistances conveyed poison A migo soldier: can fly. can survive underwater. does not breathe. has no eyes. has no head. can see invisible creatures. is poisonous to eat. does not eat. (*) is neither male nor female. is nasty. can pick up weapons and food. can pick up magical items. has infravision. does not appear in Gehennom. normally appears in large groups. cannot be tamed. Migo soldiers are often generated carrying wands of lightning. These wands only contain a handful of charges, but can be of great use when combined with a means of charging. They are capable of wielding weapons. The Mi-go ruthlessly defend their outposts against human intrusion. Mi-go soldiers are armed with mist projectors and bio-armor, and many also carry earthly weapons taken from past victims. Additionally, one in four Mi-go soldiers are equipped with the dreaded Mi-go Electric Gun. Migo philosopher F migo philosopher Difficulty 14 Attacks Gaze attack 0d0 mist projection, Claw 4d3 int drain, Claw 1d8 physical, Cast 4d3 mage spell F migo philosopher Difficulty 14 Attacks Gaze attack 0d0 mist projection, Claw 4d3 int drain, Claw 1d8 physical, Cast 4d3 mage spell Base level 9 Base experience 280 Speed 10 Base AC −2 Base MR 60 Alignment 0 (neutral) Frequency (by normal means) 0 (Not randomly generated) Genocidable No Weight 1450 Nutritional value 400 Size medium Resistances cold, poison, acid, disease Resistances conveyed poison A migo philosopher: can fly. can survive underwater. does not breathe. has no eyes. has no head. can see invisible creatures. is poisonous to eat. does not eat. (*) is neither male nor female. is nasty. likes gems. can pick up weapons and food. can pick up magical items. has infravision. cannot be tamed. Migo philosophers are quite deadly, as they are able to cast mage-type monster spells from range, and can drain large amounts of intelligence in melee. Migo philosophers only appear as escorts for migo queens. Mi-go Philosophers are masters of many branches of science and magic. Mi-go Philosophers are mainly interested in the inhabitants of earth as experimental subjects. In particular, humanoid brains are held in high regard when it comes to experimental fodder. Under normal circumstances a Philosopher will take its time while removing a brain - ensuring that the brain remains fully functional - but if it believes that it's in danger of losing the subject completely it can perform a partial decerebration in seconds. In addition to their surgical tools and magical texts, Philosophers carry improved mist projectors. Migo queen F migo queen Difficulty 31 Attacks Gaze attack 0d0 mist projection, Claw 3d3 paralysis, Claw 6d3 int drain, Cast 6d3 clerical spell F migo queen Difficulty 31 Attacks Gaze attack 0d0 mist projection, Claw 3d3 paralysis, Claw 6d3 int drain, Cast 6d3 clerical spell Base level 25 Base experience 1040 Speed 6 Base AC −6 Base MR 90 Alignment 0 (neutral) Frequency (by normal means) 1 (Very rare) Genocidable Yes Weight 1900 Nutritional value 600 Size medium Resistances cold, shock, poison, acid, disease Resistances conveyed poison A migo queen: can survive underwater. does not breathe. has no eyes. has no head. can see invisible creatures. is poisonous to eat. does not eat. (*) is a lord to its kind. is neither male nor female. is nasty. likes gems. can pick up weapons and food. can pick up magical items. has infravision. does not appear in Gehennom. cannot be tamed. Migo queens are also quite deadly, able to cast priest-type monster spells from range, and can drain large amounts of intelligence in melee. Migo queens are generated with large escorts of other migo types. Mi-go Queens are powerful Philosophers who direct the efforts of the Mi-go. In addition, they are the reproductive units of the Mi-go race. They wear through host bodies at an increadible rate, consuming the flesh and organs of their host to support their numerous sporangia. Origin Migo come from the works of H.P. Lovecraft. The SLASH'EM encyclopedia entry is an excerpt from Lovecraft's work. The correct spelling is actually Mi-go. Mi-go are an extraterrestrial species, an insectoid-fungoid symbiont the size of men. The fungus is the intelligent partner. They are pinkish, with multiple pairs of limbs and a pair of membranous wings that they use to fly through the aether of outer space, not air. Their head, where the fungus partner reside, looks like an ellipsoid with multiple antennas. Yuggoth, mentioned in the encyclopedia, is a colony of the Mi-go on an undiscovered outer planet in our solar system. Mi-go can remove the brain of a human and put it in a "brain cylinder", hence the amnesia attack in the game.
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# Cloud (disambiguation) In NetHack, Cloud usually refers to the dungeon feature. Other major uses are: a poison cloud the scroll of stinking cloud that creates poison clouds a v fog cloud It may also refer to: a potion with the randomized appearance cloudy. a noxious explosion. when drinking a smoky potion or rubbing a magic lamp, you can get the effect "In a cloud of smoke, a djinni emerges!" when newly blinded: "A cloud of darkness falls upon you." when triggering a sleeping gas trap, "You are enveloped in a cloud of gas!" various gas cloud effects are possible when triggering a container trap. Level teleporting to level -9 gives the message "You feel deliriously happy. (In fact, you're on Cloud 9!)" This is a disambiguation page: a list of articles associated with the same title. This page may need to be updated for the current version of NetHack. It may contain text specific to NetHack 3.4.3. Information on this page may be out of date. Editors: After reviewing this page and making necessary edits, please change the {{nethack-343}} tag to the current version's tag or {{noversion}} as appropriate.
# Nightmare u Nightmare Difficulty 17 Attacks Head butt 3d12, Kick 3d6 u Nightmare Difficulty 17 Attacks Head butt 3d12, Kick 3d6 Base level 12 Base experience 386 Speed 24 Base AC -2 Base MR 70 Alignment 15 (lawful) Frequency (by normal means) Unique Genocidable No Weight 1500 Nutritional value 300 Size Large Resistances poison, fire, cold, electricity Resistances conveyed None Nightmare: has no hands. is an animal. is herbivorous. is not a valid polymorphable form. is female. is normally generated hostile. wanders randomly. can follow you to other levels. is nasty. is strong. wants the Amulet of Yendor, the Bell of Opening, the Book of the Dead, the Candelabrum of Invocation, and your quest artifact. never leaves a corpse. hits creatures as a +2 weapon. Reference SLASH'EM_0.0.7E7F2/monst.c#line4568 Nightmare is a monster added in SLASH'EM. She is the Lawful Quest nemesis, and will leave the Key of Law when killed and Nighthorn if killed in a way that would leave a corpse - Nightmare will never leave a corpse, instead simply producing Nighthorn and the message "All that remains is her horn...". Like all alignment quest nemeses, Nightmare is covetous and will teleport to your position once awakened. Nighthorn is not strictly a unicorn, and thus will not accept gems nor use her horn to heal herself. As Nighthorn grants reflection, Nightmare herself has reflection and all beams will reflect off of her horn. Nightmare is also found in the dNetHack Chaos Quest, with slight changes. She is now a black (chaotic) unicorn, and will be peaceful to chaotics. If they want the slightly modified horn, they'll have to take the -5 penalty for killing a coaligned unicorn. See the Nighthorn article for more.
# File:Icy potion.png File File history File usageNo higher resolution available. Icy_potion.png ‎(16 × 16 pixels, file size: 295 bytes, MIME type: image/png) Summary Icy potion from UnNetHack. Licensing: The NetHack General Public License applies to screenshots, source code and other content from NetHack. This content was modified from the original NetHack source code distribution (by splitting up NetHack content between wiki pages, and possibly further editing). See the page history for a list of who changed it, and on what dates. File history Click on a date/time to view the file as it appeared at that time. Date/TimeThumbnailDimensionsUserComment current23:23, 4 August 200916 × 16 (295 bytes)Ray Chason (talk | contribs)Icy potion from UnNetHack. {{NGPL}} You cannot overwrite this file. File usage The following page uses this file: List of UnNetHack tiles
# Magic resistance (monster) In NetHack, monsters have some degree of innate magic resistance, also known as monster MR. Monsters' magic resistance allows them to resist various attacks, generally of a "magical" nature. It is handled by the resist() function—if a monster successfully resists an attack, it takes roughly half damage.[1] Players cannot ever gain monster-style resistance, e.g. through polymorph, and must instead rely upon magic cancellation and magic resistance. Monster magic resistance is separate from the magic resistance propery provided by various worn or carried items, which some monsters such as gray dragons and Angels also have intrinstically; this form of "player-style" magic resistance does not affect taming and conflict, but renders polymorph traps ineffective. Neither type of magic resistance will protect monsters from level teleporters. Contents 1 Description 2 Strategy 3 Messages 4 Variants 4.1 EvilHack 4.2 NetHack Fourk 4.3 FIQHack 4.4 xNetHack 5 References Description MR is given as a number from 0 to 100. This is frequently given as a percentage, although this is not entirely accurate. The chance of a monster resisting is given as follows: Chance = MR/(100 + (attack level) - (defense level))[2] which is only equal to MR as a percentage when attack and defense level are equal. Zero MR monsters will never resist. Attack level is calculated as follows, where the defense level is the monster level of the target, which has a maximum of 50: Source Attack level spell Caster's level wand, polytrap[3] 12 tool 10 weapon 10 scroll 9 potion 6 ring 5 All this also determines the chance that monsters (including pets resist conflict; conflict from the Sceptre of Might is treated the same as the ring of conflict for this purpose. A user has suggested improving this page or section as follows: "A list of all effects subject to monster mr, and/or confirmation that all those effects mention they are subject to it and link here." Strategy Monster magic resistance generally determines what strategies are effective against certain monsters - for examples, the Riders have complete monster magic resistance, but &amp;&nbsp;Pestilence and &amp;&nbsp;Famine can be subjected to level drain, making it possible for magical effects to work on them if their level is drained enough; &amp;&nbsp;Death is completely resistant to drain life. Messages <foo> resists! A monster resisted an attack; this is shown only in some cases. Variants Some variants change the monster magic resistance stats for certain monsters that are included from vanilla NetHack, and may additionally change the name to further distinguish it from the magic resistance property. EvilHack In EvilHack, this stat is referred to as magic saving throw in the monster lookup; various monsters added from NetHack and other variants also have their magic saving throw improved. NetHack Fourk NetHack Fourk refers to this stat as willpower. FIQHack In FIQHack, this stat is also called willpower, with the attacker bonus from wands dependent on the wand skill. xNetHack xNetHack calls this stat magic saving throw. References ↑ zap.c in NetHack 3.6.0, line 4802 ↑ zap.c in NetHack 3.6.0, line 4842 ↑ trap.c in NetHack 3.6.0, line 2588 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. </foo>
# Scroll of create monster ? Name create monster Appearance random Base price 200 zm Weight 5 Ink to write 5-9 Monster use May be used defensively by monsters. The scroll of create monster creates one or more monsters around you. Contents 1 Reading effects 2 Identification 3 Strategy 4 FIQHack 5 See also Reading effects Case Number of monsters created blessed 1 uncursed 72⁄73 chance of 1; 1⁄73 chance of 2 to 5 cursed 72⁄73 chance of 13; 1⁄73 chance of 14 to 17 confused 72⁄73 chance of 13 acid blobs; 1⁄73 chance of 14 to 17 acid blobs Monsters can also read this scroll, with the same effects. Identification This scroll self-identifies if you see the new monsters being created. Strategy This scroll might be used to create monsters for sacrificing, or for killing to gain XP, but it is also commonly blanked. Advanced players are sometimes interested in reading these scrolls while confused to create massive numbers of acid blobs, e.g., for dispatching the Riders or as a protective fort against strong monsters. FIQHack In FIQHack, the scroll of create monster is replaced by the scroll of summoning. See also wand of create monster spellbook of create monster 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 3.6.0. 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.
# dgn_comp dgn_comp is the utility program that converts the dungeon definition file dungeon.def into a binary file, which is used by NetHack to determine how the dungeon branches and what special levels are used and where. A user has suggested improving this page or section as follows: "Verify that dgn_comp is still used in 3.6.6 and 3.7.0"
# File:Siege ogre.png File File history File usage MetadataNo higher resolution available. Siege_ogre.png ‎(16 × 16 pixels, file size: 446 bytes, MIME type: image/png) File history Click on a date/time to view the file as it appeared at that time. Date/TimeThumbnailDimensionsUserComment current08:08, 12 June 201316 × 16 (446 bytes)Chris (talk | contribs) You cannot overwrite this file. File usage The following 2 pages uses this file: Siege ogre User:Chris/dNetHack/Monsters Metadata This file contains additional information, probably added from the digital camera or scanner used to create or digitize it. If the file has been modified from its original state, some details may not fully reflect the modified file. Horizontal resolution37.8 dpcVertical resolution37.8 dpc
# User talk:SGrunt Contents 1 No section redirects 2 Difficulty 3 welcome back 4 Vanilla bug tracker 5 Experience, and a related bug 6 Bugs C343-122, C343-116 No section redirects The redirects at demon prince, demon princes, demon lord currently point to the top of demon because MediaWiki has no support for redirects to sections of articles. --Kernigh 22:07, 24 September 2006 (UTC) I realise this; they're there in case people wonder where the redirects are going. -- SGrunt 22:24, 24 September 2006 (UTC) Difficulty Could you explain to me how you came about the diffuculty and experience calculations? Lanzaa 09:04, 27 December 2006 (UTC) With a cursed loadstone (ie heavy) heart I displaced your Cold article, for one matching the Fire article. Your writing is deposited in Cold:Discussion because you gave some useful information; especially about passive attacks. I've notified an administrator (Kernigh) for fairness; so your article may get reinstated.--PeterGFin 15:26, 16 March 2007 (UTC) welcome back Congrats to your ascension, and welcome back! --Tjr 03:20, 7 February 2012 (UTC) Vanilla bug tracker I can provide a solution to C343-424 since I filed the report originally. apply.c, line 899, change this to "obj-&gt;age = (obj-&gt;age+1)/2;". Another issue that was part of the report but not mentioned on the bug tracker is that you can light the candellabrum without penalty on the invocation square after performing the invocation (this is not the case for the other two artifacts). To fix this: apply.c, line 897, change to "if (!invocation_pos(u.ux, u.uy) &amp;&amp; !On_stairs(u.ux, u.uy)) {" -- Qazmlpok 16:36, 7 April 2012 (UTC) Thanks! I've added in the fix. (Actually, your logic is slightly wrong in the latter case: I added it as "[...] || On_stairs(u.ux, u.uy)) {", implying that for the penalty to not apply the player must be standing on the invocation square and that it not be a staircase (i.e. that the invocation hasn't already been performed); the check is in the opposite sense as the case for the Book and Bell.) --SGrunt 16:45, 7 April 2012 (UTC) Whoops. Too much copy/paste. -- Qazmlpok 18:31, 7 April 2012 (UTC) Experience, and a related bug Thank you for fixing the Monsters (by experience) page a few days ago. I am looking at all the work you have been doing on the bug list, and I was wondering: do you think bug C343-70 could simply be a reference to this: exper.c#line76 (i.e., it could be fixed just by changing tmp to tmp2)? --Erica 03:03, 11 April 2012 (UTC) You are correct, and thanks for the heads-up! --SGrunt 03:06, 11 April 2012 (UTC) Bugs C343-122, C343-116 C343-122: I applied a stethoscope to an Angel who was not affiliated with a god. The stethoscope told me that the Angel was neutral, instead of lawful. However, killing the hostile Angel gave +12 alignment record, which is consistent with a lawful Angel with alignment +12. It seems like the stethoscope automatically looks for a god's name when displaying an Angel (or aligned priest)'s alignment, even when there is no such god. Maybe that is the bug. C343-116: I got "choked on an a very rich meal on a tombstone". --Erica 04:22, 18 April 2012 (UTC)
# Wand of secret door detection / Name secret door detection Appearance random Abundance 5% Base price 150 zm Weight 7 Type non-directional Maximum charges 15 Spell detect unseen Monster use Will not be used by monsters. The wand of secret door detection is a wand that appears in NetHack. Effects ..........................xxxxx............xxxxxxxxx........xxxxxxxxxxxxx......xxxxxxxxxxxxx.....xxxxxxxxxxxxxxx....xxxxxxxxxxxxxxx...xxxxxxxxxxxxxxxxx..xxxxxxxxxxxxxxxxx..xxxxxxxx@xxxxxxxx..xxxxxxxxxxxxxxxxx..xxxxxxxxxxxxxxxxx...xxxxxxxxxxxxxxx....xxxxxxxxxxxxxxx.....xxxxxxxxxxxxx......xxxxxxxxxxxxx........xxxxxxxxx............xxxxx.......................... Area in which traps etc. are revealed When zapped, the wand has the same effect as a spell of detect unseen: it detects all undiscovered secret doors, mimics, and traps in a radius of 8 squares in line-of-sight upon zapping/engraving.[1] It will also show the location of submerged creatures in pools. On the Plane of Air only, the wand also penetrates clouds. Nearby monsters that you can't see due to invisibility will be revealed as I. Marks on spaces without monsters are removed, and monsters that are hiding will be revealed. Engraving with the wand will only auto-identify it if any of these things are present; otherwise, it gives no message. Strategy Identification of this wand is very easy, as it is non-directional and the wands of light, enlightenment, create monster, and wishing - all of which are also non-directional - have very obvious effects and usually auto-identify when zapped. The wand of secret door detection is most often used for finding the hidden entrance to the temple in Moloch's Sanctum. It can also be used to find the portals on the Elemental Planes. References ↑ Zap.c#zapnodir, Detect.c#findit, Hack.h#line21, Vision.c#do_clear_area, Detect.c#findone 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:Wooble Wooble on NAO (stats, games, deaths, dumplogs, ttyrecs) About me I'm Wooble. I can frequently be found in #nethack and playing on NAO. Subpages User:Wooble/Unique deaths - draft of some notes on unique deaths that are hard to find good information on.
# Talk:Amoeboid Do amoeboids include (some) jellies too? The page for Ochre Jelly cites this monster as being an amoeboid: https://nethackwiki.com/wiki/Ochre_jelly Not all jellies are amoeboids, of course, such as the jellyfish. But are some jellies nonetheless included among amoeboids too? — Preceding unsigned comment added by Uchronia (talk • contribs) 06:53, 3 July 2020‎ (UTC) ;&nbsp;Jellyfish are part of the ​; sea monster class, not ​j jelly. However, the article implies that the term refers to the monsters that leave globs, which are those in the ​b blob or ​P pudding or ooze class. The only mention in the source code is in the 'blob'/'ooze'/'pudding'/'slime' encyclopedia entry, all of which are monsters that leave globs. Under this interpretation, jellies are excluded. - Andrio Celos (talk) 07:38, 3 July 2020 (UTC)
# Source:NetHack 3.6.1/src/rnd.c Below is the full text to rnd.c from the source code of NetHack 3.6.1. To link to a particular line, write [[Source:NetHack 3.6.1/src/rnd.c#line123]], for example. Contents 1 Top of file 2 rn2 3 rnl 4 rnd 5 d 6 rne 7 rnz Top of file &nbsp;/* NetHack 3.6 rnd.c $NHDT-Date: 1524689470 2018/04/25 20:51:10 $ $NHDT-Branch: NetHack-3.6.0 $:$NHDT-Revision: 1.18 $ */ &nbsp;/* Copyright (c) 2004 by Robert Patrick Rankin */ &nbsp;/* NetHack may be freely redistributed. See license for details. */ The NetHack General Public License applies to screenshots, source code and other content from NetHack. This content was modified from the original NetHack source code distribution (by splitting up NetHack content between wiki pages, and possibly further editing). See the page history for a list of who changed it, and on what dates. &nbsp; &nbsp;#include "hack.h" &nbsp; &nbsp;/* "Rand()"s definition is determined by [OS]conf.h */ &nbsp;#if defined(LINT) &amp;&amp; defined(UNIX) /* rand() is long... */ &nbsp;extern int NDECL(rand); &nbsp;#define RND(x) (rand() % x) &nbsp;#else /* LINT */ &nbsp;#if defined(UNIX) || defined(RANDOM) &nbsp;#define RND(x) ((int) (Rand() % (long) (x))) &nbsp;#else &nbsp;/* Good luck: the bottom order bits are cyclic. */ &nbsp;#define RND(x) ((int) ((Rand() &gt;&gt; 3) % (x))) &nbsp;#endif &nbsp;#endif /* LINT */ &nbsp; rn2 &nbsp;/* 0 &lt;= rn2(x) &lt; x */ &nbsp;int &nbsp;rn2(x) &nbsp;register int x; &nbsp;{ &nbsp;#ifdef BETA &nbsp; if (x &lt;= 0) { &nbsp; impossible("rn2(%d) attempted", x); &nbsp; return 0; &nbsp; } &nbsp; x = RND(x); &nbsp; return x; &nbsp;#else &nbsp; return RND(x); &nbsp;#endif &nbsp;} &nbsp; rnl &nbsp;/* 0 &lt;= rnl(x) &lt; x; sometimes subtracting Luck; &nbsp; good luck approaches 0, bad luck approaches (x-1) */ &nbsp;int &nbsp;rnl(x) &nbsp;register int x; &nbsp;{ &nbsp; register int i, adjustment; &nbsp; &nbsp;#ifdef BETA &nbsp; if (x &lt;= 0) { &nbsp; impossible("rnl(%d) attempted", x); &nbsp; return 0; &nbsp; } &nbsp;#endif &nbsp; &nbsp; adjustment = Luck; &nbsp; if (x &lt;= 15) { &nbsp; /* for small ranges, use Luck/3 (rounded away from 0); &nbsp; also guard against architecture-specific differences &nbsp; of integer division involving negative values */ &nbsp; adjustment = (abs(adjustment) + 1) / 3 * sgn(adjustment); &nbsp; /* &nbsp; * 11..13 -&gt; 4 &nbsp; * 8..10 -&gt; 3 &nbsp; * 5.. 7 -&gt; 2 &nbsp; * 2.. 4 -&gt; 1 &nbsp; * -1,0,1 -&gt; 0 (no adjustment) &nbsp; * -4..-2 -&gt; -1 &nbsp; * -7..-5 -&gt; -2 &nbsp; * -10..-8 -&gt; -3 &nbsp; * -13..-11-&gt; -4 &nbsp; */ &nbsp; } &nbsp; &nbsp; i = RND(x); &nbsp; if (adjustment &amp;&amp; rn2(37 + abs(adjustment))) { &nbsp; i -= adjustment; &nbsp; if (i &lt; 0) &nbsp; i = 0; &nbsp; else if (i &gt;= x) &nbsp; i = x - 1; &nbsp; } &nbsp; return i; &nbsp;} &nbsp; rnd &nbsp;/* 1 &lt;= rnd(x) &lt;= x */ &nbsp;int &nbsp;rnd(x) &nbsp;register int x; &nbsp;{ &nbsp;#ifdef BETA &nbsp; if (x &lt;= 0) { &nbsp; impossible("rnd(%d) attempted", x); &nbsp; return 1; &nbsp; } &nbsp;#endif &nbsp; x = RND(x) + 1; &nbsp; return x; &nbsp;} &nbsp; d &nbsp;/* d(N,X) == NdX == dX+dX+...+dX N times; n &lt;= d(n,x) &lt;= (n*x) */ &nbsp;int &nbsp;d(n, x) &nbsp;register int n, x; &nbsp;{ &nbsp; register int tmp = n; &nbsp; &nbsp;#ifdef BETA &nbsp; if (x &lt; 0 || n &lt; 0 || (x == 0 &amp;&amp; n != 0)) { &nbsp; impossible("d(%d,%d) attempted", n, x); &nbsp; return 1; &nbsp; } &nbsp;#endif &nbsp; while (n--) &nbsp; tmp += RND(x); &nbsp; return tmp; /* Alea iacta est. -- J.C. */ &nbsp;} &nbsp; rne &nbsp;/* 1 &lt;= rne(x) &lt;= max(u.ulevel/3,5) */ &nbsp;int &nbsp;rne(x) &nbsp;register int x; &nbsp;{ &nbsp; register int tmp, utmp; &nbsp; &nbsp; utmp = (u.ulevel &lt; 15) ? 5 : u.ulevel / 3; &nbsp; tmp = 1; &nbsp; while (tmp &lt; utmp &amp;&amp; !rn2(x)) &nbsp; tmp++; &nbsp; return tmp; &nbsp; &nbsp; /* was: &nbsp; * tmp = 1; &nbsp; * while (!rn2(x)) &nbsp; * tmp++; &nbsp; * return min(tmp, (u.ulevel &lt; 15) ? 5 : u.ulevel / 3); &nbsp; * which is clearer but less efficient and stands a vanishingly &nbsp; * small chance of overflowing tmp &nbsp; */ &nbsp;} &nbsp; rnz &nbsp;/* rnz: everyone's favorite! */ &nbsp;int &nbsp;rnz(i) &nbsp;int i; &nbsp;{ &nbsp;#ifdef LINT &nbsp; int x = i; &nbsp; int tmp = 1000; &nbsp;#else &nbsp; register long x = (long) i; &nbsp; register long tmp = 1000L; &nbsp;#endif &nbsp; &nbsp; tmp += rn2(1000); &nbsp; tmp *= rne(4); &nbsp; if (rn2(2)) { &nbsp; x *= tmp; &nbsp; x /= 1000; &nbsp; } else { &nbsp; x *= 1000; &nbsp; x /= tmp; &nbsp; } &nbsp; return (int) x; &nbsp;} &nbsp; &nbsp;/*rnd.c*/
# User:Swin File:Placeholder 220px About me This is your user page. Please edit this page to tell the community about yourself! My favorite pages Add links to your favorite pages on the wiki here! Favorite page #2 Favorite page #3
# Vampire bat B vampire bat Difficulty 7 Attacks Bite 1d6, Bite poison B vampire bat Difficulty 7 Attacks Bite 1d6, Bite poison Base level 5 Base experience 66 Speed 20 Base AC 6 Base MR 0 Alignment 0 (neutral) Frequency (by normal means) 2 (Quite rare) Genocidable Yes Weight 30 Nutritional value 20 Size Small Resistances sleep, poison Resistances conveyed None A vampire bat: can fly. has no hands. is an animal. regenerates HP quickly. is poisonous to eat. is omnivorous. is normally generated hostile. can be seen through infravision. Reference monst.c#line1141 The vampire bat, B, is a monster in NetHack. It is the most powerful variety of bat. Despite its name, it cannot drain life the way a vampire can, but it does have a poisonous bite. Its corpse is poisonous, but unlike the corpses of other species of bat, it does not stun the player. As of version 3.6.0, a vampire bat may actually be a shapeshifted vampire or vampire lord, and resurrect in that form after being killed. Contents 1 Player 2 Identifying polymorphed vampires 3 SLASH'EM 4 Biology 5 Encyclopedia entry Player Players polymorphed into vampire bats are permanently stunned. will polymorph into vampires when the player polymorphs without polymorph control. Identifying polymorphed vampires A vampire bat can be identified as a polymorphed vampire by using any means of probing (wand of probing, stethoscope, attack with Magicbane); the message will show a "shapeshifter." Attacking a vampire bat with a silver weapon will sear it if it is really a vampire. SLASH'EM In SLASH'EM, vampire bats are classified as members of the vampire race. This does not give them any actual vampiric properties, but player vampires can nevertheless use their corpses for same-race sacrifice. Biology Vampire bats are real, and common to the American Southwest as well as Central and South America. There are three distinct species of vampire bat, and are the only animals known to feed primarily or solely on the blood of other animals. Encyclopedia entry A bat, flitting in the darkness outside, took the wrong turn as it made its nightly rounds and came in through the window which had been left healthfully open. It then proceeded to circle the room in the aimless fat-headed fashion habitual with bats, who are notoriously among the less intellectually gifted of God's creatures. Show me a bat, says the old proverb, and I will show you something that ought to be in some kind of a home. [ A Pelican at Blandings, by P. G. Wodehouse ]
# Experience points Experience points or XP measure your progress toward gaining experience levels. You gain an experience level when your XP crosses the next threshold. They are shown in the status line when the showexp option is on (default: off). Experience points can be gained by: Killing monsters, with stronger monsters awarding more points. Eating tripe, yielding 1 XP (50% chance). The first minor consultation from the Oracle gives 5 XP. The first major consultation gives 55 XP or more, depending on your level. Quaffing from sinks, which can give 1 XP (5% chance). Untrapping squeaky boards, for 1 XP. The first novel you read gives 20 XP (Nethack 3.6) See the oracle page for the precise mechanics, in particular, order matters. A blessed potion of gain level increases your level by 1, and gives you enough XP to put you part of the way to the next level, while an uncursed potion, a wraith corpse or a "very educational experience" with a foocubus just gives you enough XP needed to gain the one level. When you lose a level, your XP is set to 1 less than your current level needs. Experience points from killing monsters The number of experience points obtained by killing a monster of level ML is computed as follows:[1] Start with (ML)*(ML) + 1; Add 3 if the monster's speed is between 13 and 18, and 5 if the monster's speed is at least 19; Add a bonus for low armor class monsters: +5 for AC 2, +6 for AC 1, +7 for AC 0, and +(14-2*AC) for negative AC; Add 1000 for a sea monster with a drowning attack, if you don't have magical breathing and are not polymorphed into an amphibious monster; Add 7*ML if the monster is M2_NASTY; Add 50 if ML is at least 9; For each attack that the monster has, add a bonus based on attack type: +10 for spellcasting attacks, +5 for weapon attacks, +3 for all other attack types, except for passive, claw, bite, kick and headbutt attacks, which give no bonus; For each attack that the monster has, add a bonus based on damage type: +(50-ML) for sliming, stoning or drain life, and +ML for a damage type that is the same as a dragon's breath attack (fire, cold, shock, sleep, disintegration, magic missiles, acid, or strength-draining poison — but not for dexterity- or constitution-draining poison); For each attack that the monster has, add a +ML bonus if the attack's maximum damage is at least 24. If the monster has been cloned or revived, there is a penalty to experience gained based on the total number of monsters of that type that have been killed. No. kills Xp penalty 1..20 None 21..40 xp/2 41..80 xp/4 81..120 xp/8 121..180 xp/16 181..240 xp/32 241..255+ xp/64 The result is the number of points you earn for killing the monster. Mail daemons are a special case; they are only worth 1 experience point. This calculation takes into account all attacks listed in the monster's definition from the source code, including attacks that are not implemented (such as the green slime's passive sliming attack). The armor class and speed used in this calculation are the base values; they do not take into account the armor that the monster might have worn, or the extra speed that the monster might have had from a wand of speed monster, a monster spell, etc. On the other hand, the monster level used here is the monster's actual level at the time it was killed, not the base level or the level at which it was created. References ↑ src/exper.c in NetHack 3.6.0, line 73 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.
# Low Light Vision Low Light Vision is a special intrinsic property possessed by some races in dNethack. Characters with low light vision see farther in dark rooms, and the illumination radii of light sources are multiplied by a like amount. Races giving low light vision in dNethack: Elf: LLV 3 Orc: LLV 2 Gnome: LLV2
# User:Kernigh/nao Kernigh plays most games of vanilla at nethack.alt.org. Kernigh at NAO All games by Kernigh Games with wiki pages under construction 1st game - 19 May 2005 elven Ranger, 8187 points 31st game - 1 July 2005 elven Wizard, 73940 points 38th game - 8 July 2005 elven Priest, 273642 points 60th game - 14 October 2005 elven Wizard, 1662 points 65th game - 25 May 2006 elven Wizard, 1020380 points Other playgrounds User:Kernigh/brass User:Kernigh/pallas
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# Talk:Scroll origins VE FORBRYDERNE would be better translated as "Woe [to the] criminals".83.104.193.10 10:52, July 7, 2010 (UTC) XIXAXA XOXAXA XUXAXA Not really Spanish for "muahahaha" etc. Sounds more like "heehaha hohaha hoohaha", and that only in parts of Mexico; in Spain, more like "cheechacha chochacha choochacha", where "ch" is the throaty buzz at the beginning of Hebrew "Chanuka".— Preceding unsigned comment added by 160.227.21.190 (talk • contribs) But Mwahahahaha certainly makes a lot more sense than "heehaha hohaha hoohaha", no?— Preceding unsigned comment added by 129.97.247.63 (talk • contribs) This use of X is furthermore an archaism, found today in "México", "Oaxaca" and a few other place names. It really should be JIJAJA JOJAJA JUJAJA (though Spanish NetHack leaves this unaltered). If you search Project Gutenberg for a copy of Don Quixote, you will find an English translation. The Spanish text, with updated orthography, is under Don Quijote.--Ray Chason 21:57, 5 October 2007 (UTC) "Daiyen Fools" seems to be sounding rather like "Damn Fools" spoken with a southern accent, and not "Dying Fools". 92.225.199.147 13:32, 19 April 2009 (UTC) I figured "READ ME" to be a reference to Readme files. But then, AiW makes sense too. Ultimately it is in any case a reference to AiW. The readme files got it from there, too. And I guess anybody would get the reference back then. A quick googling in Google Groups shows that it was common (or at least not unheard of) before hack 1.0 got released. --bhaak 10:59, 10 August 2009 (UTC) Here's an idea I stumbled upon while reading the Star Wars wiki: Could GARVEN DEH possibly be based on "Garven Dreis"? —Minimiscience 19:09, 2 October 2011 (UTC) VERR YED HORRE Originally scroll of light. Seems to me like "There you are!!!" PRIRUTSENIE Not mistranscribed if using Swedish rules. Compare, e. g. "Tsjernigoff" (Chernigov) taken by the DevTeam from a Dutch atlas. --66.249.81.196 07:28, 13 May 2015 (UTC)
# File:Parchment spellbook.png File File history File usageNo higher resolution available. Parchment_spellbook.png ‎(16 × 16 pixels, file size: 238 bytes, MIME type: image/png) A 16x16 vanilla NetHack tile of the object 'parchment spellbook'. File history Click on a date/time to view the file as it appeared at that time. Date/TimeThumbnailDimensionsUserComment current12:17, 1 August 200616 × 16 (238 bytes)BotFenix (talk | contribs)A 16x16 vanilla NetHack tile of the object 'parchment spellbook'. Category:16x16 tiles You cannot overwrite this file. File usage The following 3 files are duplicates of this file (more details): File:Leather spellbook.png File:Light brown spellbook.png File:Vellum spellbook.png 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
# Extinction In NetHack, extinction is the condition whereby a particular kind of monster can no longer be (normally) generated after 120 of its kind have been generated. Once a species has become extinct, there are very few ways to create new monsters of that species. There are some exceptions, however, such as the monster spell summon nasties. Extinction is distinct from genocide, which must be deliberately invoked and has no exceptions. Extinctionism is the challenge themed around rendering every possible monster in a game of NetHack extinct. A user has suggested improving this page or section as follows: "Add source code references, describe mechanics more precisely than "actions that sometimes respect extinction". What actions increment the born counter and respect extinction? What actions increment the born counter but don't respect extinction? What actions respect extinction but don't increment the born counter? Also, does unstoning a monster actually contribute to extinction in the current version?" Contents 1 How creatures become extinct 2 Actions that respect extinction 3 Actions that sometimes respect extinction 4 Actions that do not respect extinction 5 Monsters not subject to extinction 6 Play styles for an extinctionist 7 Special cases 8 References 9 External references How creatures become extinct A creature is extinct when 120 of its kind are generated. The creatures do not have to be killed to be extinct. Once extinct, a creature will never be randomly generated again. For example, you can make a creature extinct simply by summoning, or reverse-genociding 120 of its kind (which can be expected to take approximately 24 cursed genocide scrolls, given that each scroll summons 4-6 individuals), with no requirement to kill the summoned creatures. As exceptions to the normal rule, erinyes become extinct after three are generated, and Nazgul after nine are generated. Extinction of these species is more thorough; even methods that ignore or only partially respect it will not generate them. To make a creature extinct, you must create it in a way that increments the "born" counter. Mechanisms of monster creation can be classified in those that respect extinction and increment the born counter (examples: normal random generation; create monster spells; etc) respect extinction but do not increment the born counter (example: pudding division) do not respect extinction, but do increment the born counter (examples: Summon Nasties; Quest-specific monster generation in the Quest) neither respect extinction nor increment the born counter (example: troll regeneration). Actions that respect extinction Reverse-genociding a monster. Casting create monster via spell, scroll or wand. Waiting around on a level for it to be randomly generated. Entering a level containing a special room such as a zoo, or beehive. Black puddings summoned by kicking a sink[1]. Division of puddings and gremlins Applying a bag of tricks Stepping on a magic trap Special levels which place monsters of a specific monster class. Pudding and gremlin division does not increment the born counter but respects extinction. You cannot make puddings extinct by dividing them, but once they have been made extinct by other means, puddings will no longer divide.[2] Actions that sometimes respect extinction Throne rooms, and sitting on/confusedly looting thrones. Bugbears and hobgoblins may be created even if extinct. Graveyards and reading the cursed Book of the Dead. Master liches, nalfeshnees, ghosts, and wraiths can always be generated. Antholes. If every species of ant is extinct, ants will be replaced by random monsters which can include extinct species. Shrieker summoning. Purple worms will not respect extinction if explicitly rolled. If they are selected as part of a random monster roll, on the other hand, they will respect extinction. Demon summoning Only unique demons will respect extinction when generated by this method. Spider webs Spider webs generated as dungeon features will not respect extinction, and will always have a spider under them. Actions that do not respect extinction Bees in a beehive (queen bees, killer bees) Cockatrice nests Leprechaun halls Summon nasties monster spell Troll regeneration (does not increment the born counter) Scroll of create monster while confused (acid blobs) Keystone Kops summoned when you've stolen from a shop[3] Quest themed monsters when replacing ordinary random monster generation in that dungeon branch Golems created from polypiling Figurines Special levels which place monsters of a specific species. Monsters not subject to extinction Because the most common methods of extinctionism rely on monster generation, unique monsters are ignored by some extinctionists. However, unstoning a statue of a monster will increase the monster count for purposes of extinction; as a result, even unique monsters can be made extinct in this sense. Note that unlike unstoning a monster, reviving a corpse does not increment the born count of the monster; since extinction is based on the number of monsters 'born' rather than the number killed, the method of revival rather than the method of killing is the determining factor. Keystone Kops do not become extinct even after 120 of each kind have been created. Play styles for an extinctionist Extinctionist wizard has filled an entire level with monsters by repeatedly casting create monster. The easiest way to play an extinctionist is to play as a wizard. Wizards have the ability to cast create monster with no hunger penalty, and with the Eye of the Aethiopica they can cast virtually indefinitely. There is no reason another class couldn't do extinctionism; it would simply be more challenging. An alternative to the Eye is confused throne looting. Once extinct, the typical throne room population is replaced by ordinary random monster creation. You can generate as many monsters as you like, for free, at any rate you like, without even breaking conducts. However, killing the monsters is slower due to confusion, so several strong pets might be a good plan. The drawback is pet kills will not generate death drops. Most extinctionists play through the early- to mid-game as normal, then start working on eliminating monster species after becoming strong enough to do so safely. "Strong enough" in this case typically means obtaining the Eye, sporting a decent set of armor and a good weapon, and gathering up all the various resistances, including magic resistance, and reflection. It would be very bad to lose your character to a random gnome with a wand of death after hours of painstaking and tedious summoning. A common method to rack up kills is to build a boulder fort around an altar. Then stand behind the altar and cast create monster over and over, while killing the resulting monsters and sacrificing them to your god. You can either just summon monsters and kill them at random, or try to control your summoning. Controlling your summoning can be done by carefully regulating your own experience level (either by foregoing experience gain by letting pets and/or conflict take care of kills, or by casting drain life on yourself when required), and picking which dungeon level to summon the monsters on. By keeping your experience level low and staying on a low-numbered dungeon level, you force the game to only summon monsters of a particular difficulty or lower. In this way you can wipe out all the lower-level monsters, casting and killing until create monster fails. You can then move down one or two dungeon levels, gain one or two experience levels, OR move down one dungeon level and gain one experience level -- any of those effects will increase the difficulty of available monsters by one (since monsters are generated of difficulty not exceeding to the average of your dungeon level and experience level). This controlled summoning method could also be used from the beginning of the game, before acquiring the quest artifact and key resistances, although as noted above this method is somewhat more fraught with danger. Special cases Erinyes become extinct after 3 have been created and Nazgul become extinct after 9 have been created, as would be expected based on their respective sources (although not all authors held the Erinyes to number three). References ↑ dokick.c in NetHack 3.4.3, line 956 ↑ makemon.c in NetHack 3.4.3, line 679 ↑ There is code to make them extinct shk.c, line 3435, but wizard mode testing confirms you can have as many Kops as you like. This is because propagate in makemon.c never marks non-randomly-generated (G_NOGEN) monsters such as Kops as extinct. External references extinctionism spoiler
# Ugly backpack ( Name ugly backpack Appearance ugly backpack Base price 50 zm Weight 5 Material cloth Monster use Will not be used by monsters. An ugly backpack is a type of container that appears in SlashTHEM. It is made of cloth. Contents 1 Generation 2 Strategy 3 Origin 4 References Generation The ugly backpack is is not randomly generated; all Graduates start with an uncursed one. Strategy The ugly backpack is mostly equivalent to a standard sack, though it has a higher base price of 50 zm. Origin The item comes from the Geek role in NetHack-- 3.0.10, a precursor to SLASH'EM; it is not to be confused with the Geek role in NetHack: The Next Generation, which was also added to SlashTHEM. References NetHack-- 3.0.10 objects.c line 351 SlashTHEM objects.c line 988 in v. 0.8 SlashTHEM u_init.c line 339 SlashTHEM artilist.h line 586
# Aoa The aoa is an amorphous monster in dNetHack. A smaller and weaker version, the aoa droplet, also exists. Both the full-sized aoa and droplet have a disenchanting touch and passive attack. However, adequately prepared adventurers may find them useful because their corpses are considered vegan and can be eaten for a possible increase in spellcasting power. Aoa j aoa Difficulty 15 Attacks Touch 1d24 disenchant, Passive 0d0 disenchant j aoa Difficulty 15 Attacks Touch 1d24 disenchant, Passive 0d0 disenchant Base level 12 Base experience 289 Speed 6 Base AC 0 Base MR 120 Alignment 0 (neutral) Frequency (by normal means) 1 (Very rare) Genocidable Yes Weight 400 Nutritional value 800 Size large Resistances cold, shock, poison, acid, petrification Resistances conveyed An aoa: can flow under doors. can survive underwater. does not breathe. has no eyes. has no hands. has no limbs. has no head. is mindless. is acidic to eat. is poisonous to eat. is carnivorous. is herbivorous. is omnivorous. is neither male nor female. is normally generated hostile. appears only in Gehennom. cannot be tamed. The aoa is a highly reflective sphere of pure magic. Eating an aoa corpse or a tin of aoa may increase the character's current energy by 10, or set their current energy to their maximum energy minus 40, whichever is greater. The character then gains a further 6d10 energy. If the character would gain more energy than their maximum, their maximum energy is increased by 10. If the character has 2⁄3 or less of their energy remaining, these effects are guaranteed; otherwise there is a 33% chance that nothing occurs. As with all jellies, the corpse of an aoa droplet is considered vegan. Aoa droplet j aoa droplet Difficulty 10 Attacks Touch 1d8 disenchant, Passive 0d0 disenchant j aoa droplet Difficulty 10 Attacks Touch 1d8 disenchant, Passive 0d0 disenchant Base level 8 Base experience 116 Speed 6 Base AC 5 Base MR 60 Alignment 0 (neutral) Frequency (by normal means) 2 (Quite rare) Genocidable No Weight 5 Nutritional value 150 Size small Resistances cold, shock, poison, acid, petrification Resistances conveyed An aoa droplet: can flow under doors. can survive underwater. does not breathe. has no eyes. has no hands. has no limbs. has no head. is mindless. is acidic to eat. is poisonous to eat. is carnivorous. is herbivorous. is omnivorous. is neither male nor female. is normally generated hostile. cannot be tamed. A highly reflective drop of pure magic. Eating an aoa droplet corpse or a tin of aoa droplet may increase the character's current energy by 4d10. If the character would gain more energy than the maximum, their maximum energy is increased by 4. If the character has 2⁄3 or less of their energy remaining, these effects are guaranteed; otherwise there is a 33% chance that nothing occurs. As with all jellies, the corpse of an aoa droplet is considered vegan. Encyclopedia entry Aoa resemble huge blobs of quicksilver that float above the surface of whatever environment they may be found. Their surface is like a mirror and reflects all light. Aoa are surrounded by tiny orbs that randomly separate from the sphere and reabsorb back into it. A full-sized aoa is called a sphere. Smaller aoa called droplets split off from a sphere when it reflects a large amount of magical energy. Eventually, a droplet will grow to become a full-sized sphere. [ DnD 3.0, Fiend Folio ]
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# Marrashi 9 marrashi File:Marrashi.png Difficulty 26 Attacks Weapon 3d6 physical, Weapon 3d6 physical, Bite 1d4 disease 9 marrashi File:Marrashi.png Difficulty 26 Attacks Weapon 3d6 physical, Weapon 3d6 physical, Bite 1d4 disease Base level 20 Base experience ? Speed 15 Base AC 1 Base MR 60 Alignment -10 (chaotic) Frequency (by normal means) 1 (Very rare) Genocidable Yes Weight 2200 Nutritional value 100 Size Medium Resistances Sickness Resistances conveyed None A marrashi: can fly. has a head, a couple of arms, and a torso. is omnivorous. is not a valid polymorphable form. is normally generated hostile. likes gold. likes gems. can pick up weapons and food. can pick up magical items. has infravision. Reference Splicehack 1.1.0 monst.c L2402 A marrashi, 9, is a type of monster that appears in SpliceHack and SpliceHack-Rewrite. Marrashi are a very high-level type of gnoll. Generation In the black market, a marrashi named Kite is one of One-Eyed Sam's assistants.[1] Marrash are generated with several arrows, one special filth-encrusted arrow, a footbow, a green dragon scale mail and a random defensive item.[2] Origin Marrashi originate from Dungeons &amp; Dragons, where they are extraplanar evil spirits from the 2nd and 3rd editions that served other beings such as genies in return for treasure or the freedom to spread plagues (hence their association with sickness and resistance to it). Marrash possess humanoid bodies with the wings and talons of a large bird and jackal-like heads; they are deadly aerial combatants capable of powerful bow attacks, and their arrows were usually barbed and/or treated with a powerful contagion that can kill victims within a day if left untreated. Growing marrashi spread their populations by attacking with these arrows, then consuming the soul of the dying victim; if the victim's corpse was buried, it would slowly be transformed into a new marrashi within one week, and often retained its previous memories. Marrashi that are summoned often attempt to increase their numbers in secrecy, with the hopes that their offspring would avenge their servitude. Gnoll shamans in service of Yeenoghu once summoned marrash to spread plagues among Faerûn's avian creator race, which is why the marrashi of SpliceHack are gnolls. References ↑ https://github.com/NullCGT/SpliceHack/blob/Spl-R-1.1.0/dat/blkmar.lua#L51 ↑ https://github.com/NullCGT/SpliceHack/blob/Spl-R-1.1.0/src/makemon.c#L557 This page is a stub. Should you wish to do so, you can contribute by expanding this page.
# Firearm Firearms are a new type of ranged weapon in SLASH'EM. In brief, their characteristics are: Very high damage Ammunition is always lost when fired from the launcher Potential to have a very high rate of fire Never randomly generated, but may be found on the Yendorian army members and shopkeepers. Ammunition is sometimes generated in shops. Most roles are restricted in the firearms skill. An excellent spoiler on firearms by Christian Cooper can be found archived here, from which much of the following information on strategy and mechanics is adapted. Contents 1 Firearms skill 2 Mechanics 2.1 Rate of fire 2.2 Generation 3 Strategy 3.1 Firearm choice 3.2 General 4 Real life 5 Variants 5.1 SlashTHEM 5.2 dNetHack 5.3 SpliceHack Firearms skill Firearms Max Role Basic Tourist Skilled Archaeologist, Yeoman Expert Rogue, Undead slayer Mechanics A table of firearms is seen below: Firearm Tile Weight Size Cost Range Rate of fire To-hit Ammo pistol 20 1H 100 15 0 0 bullet submachine gun 25 1H 250 10 3 -1 bullet heavy machine gun 500 2H 2000 20 8 -4 bullet rifle 30 2H 150 22 -1 1 bullet assault rifle 40 1H 1000 20 5 -2 bullet sniper rifle 50 2H 4000 25 -3 4 bullet shotgun 35 1H 200 3 -1 3 shell auto shotgun 60 2H 1500 3 2 0 shell rocket launcher 750 2H 3500 20 -5 -4 rocket grenade launcher 55 2H 1500 6 -3 -3 grenade And their respective ammunition: Ammo Tile Weight Cost Dmg vs. small Dmg vs. large To-hit bullet 1 5 d20 d30 0 silver bullet 1 15 d20 + d20* d30 + d20* 0 shell 1 10 d30 d45 0 rocket 200 450 d45** d60** 0 frag grenade 25 350 *** *** 0 gas grenade 25 350 *** *** 0 *Silver bullets, of course, do an extra d20 damage against silver-hating monsters, and may be used by any firearm that uses bullets. **Rockets also explode for 3d8 damage against non fire-resistant monsters. ***See grenade for more details. Rate of fire Firearms, in general, have the potential to fire many shots per round. The rate of fire is computed as follows: Basic shots fired: Start with 1 Add 1 if skilled, 2 if expert Add 1/3 the enchantment of the launcher, rounded down If player is limiting their shots fired, and this number is lower than above, use it instead Your rate of fire starts as 1d this number. Limiting shots fired is accomplished by typing, for example, "t3x", where x is the inventory letter of the ammunition. The number of shots fired is then modified as follows: Add ROF of firearm Subtract 1 If in burst mode, divide the total number by 3, rounding down If in single shot mode, set the total to 1 Note that if you would fire less than one shot, you will instead fire one. The burst/single shot modes can be enabled on submachine guns, assault rifles and auto shotguns only. A couple of illustrative examples: A rogue with their starting +0 pistol, at basic skill level: Basic rate of fire: 1d1 (not skilled, no enchantment on launcher) Adding ROF of pistol, +0, gives 1d1 Subtracting 1 gives 1d1 - 1 Since this is always below 1, it is set to 1 Note that advancing to skilled would still only allow said rogue to fire 1 shot. At expert, however, they could fire 1d3 - 1 shots. A tourist (basic skill) who found/enchanted a +6 assault rifle, firing in full automatic Basic rate of fire: 1d3 (not skilled, adding +6/3 from enchantment) Adding ROF of assualt rifle, +5, gives 1d3 + 5 Subtracting 1 gives 1d3 + 4 So, said tourist could fire between 5 and 7 shots. Choosing burst mode would limit this to between 2 and 3 shots, and choosing single shot mode would always fire 1 shot. Note that it is possible even for unskilled adventurers to pick up and use an automatic firearm moderately effectively; even an unskilled user of an assault rifle will always fire at least five shots. Also note that when twoweaponing with two firearms, you will fire from both in one turn, possibly in different directions. See individual weapon articles for a more detailed treatment of the rate of fire of each. Generation Firearms are never randomly generated. Rogues and undead slayers may start with one, they may be wished for, or they may be found on the members of the Yendorian Army and shopkeepers. The generation on mercenaries is as follows: Soldier: Equal chance of rifle or submachine gun 2d25 + 4 bullets d6 + 5 frag grenades Sergeant: Equal chance of assault rifle or auto shotgun If assault rifle, has 2d30 + 4 bullets If auto shotgun, has 2d10 + 4 shotgun shells d5+2 grenades, equal chance of being gas or frag grenades Lieutenant: Equal chance of heavy machine gun or submachine gun If heavy machine gun, has 3d50 + 6 bullets If submachine gun, has 2d30 + 4 bullets 2d6 + 10 grenades, with an equal chance of being gas or frag grenades Captain: 50% chance of auto shotgun, 25% chance of heavy machine gun, 25% chance of assault rifle If auto shotgun, has 2d20 + 4 shotgun shells If heavy machine gun, has 3d60 + 6 bullets If assault rifle, has 2d60 + 4 bullets Additionally and independently, has 50% chance of rocket launcher, 25% chance of grenade launcher, and 25% chance of no additional firearms If rocket launcher, has d5 + 2 rockets If grenade launcher, has d5 + 2 grenades, equal chance of being frag or gas grenades Shopkeepers always start with a shotgun and stack of shells. Note that they are the only source of the basic, one-handed shotgun. Exploding grenades will destroy bullets and shells on the ground. Since the radius of effect of stacked grenades can be quite large, and grenades may trigger each other, this means that very frequently one may not find any ammunition on dead soldiers. Strategy Firearm choice The firearms all have various benefits and drawbacks; however, by far the most practical choices are the submachine gun and the assault rifle: Pistol: This can be a rogue or an undead slayer's starting weapon. It is decent in the starting game, but has far too low of a rate of fire to be useful later. Submachine gun: A very good choice, it is quite light (25) and fires relatively quickly. It does suffer from a to-hit penalty, but this is more than offset by its rate of fire. Easily found on basic soldiers. Assault rifle: Like the submachine gun, but fires more rapidly at the cost of greater weight and reduced accuracy. Probably the best choice, as the -2 to-hit penalty becomes relatively insignificant in the later game. Easy to find on sergeants and occasionally on captains. Rifle: Often a soldier's basic weapon, these are relatively accurate. However, they fire even more slowly than a pistol, making them an impractical choice as compared to other weapons found on mercenaries. Sniper rifle: These are not randomly generated, and normally only a soldier in Grund's Stronghold will hold one. It is essentially a more accurate, slower rifle. Heavy machine gun: These are far too heavy (500, half of a full inventory) to be useful. They also are two-handed, and suffer from the largest to-hit penalty of any firearm. Shotgun: A shopkeeper's preferred weapon, these are occasionally useful in the early game if you should happen to kill a shopkeeper. They are very accurate and damaging, but the ammo is somewhat difficult to find. Auto shotgun: This weapon is accurate, quick-firing, and very damaging. Unfortunately, it is also two-handed, making it impractical for most characters. Also, as with the shotgun, the ammo is hard to find. Grenade launcher: While it is relatively light, grenades are not. It is not practical to accumulate grenades in quantities sufficient to make a grenade launcher useful. Rocket launcher: This is the heaviest of all firearms, weighing in at 750. The ammo is also very rare and very heavy; no player could wield a rocket launcher with more than one rocket in open inventory without becoming burdened. General Firearms have the capability of doing more damage per round than any other weapon in the game, far and away. An expert user of a well-enchanted assault rifle can fire up to 9 shots in one round, doing up to 9d20 base damage. If the projectiles are enchanted as well, the damage is considerably increased. However, they do have downsides. The ammunition can be hard to find: This can be helped by good strategy, however. If you happen upon a barracks, do your best to kill all the soldiers while they sleep, and be sure to collect and stash their ammo as you do. If you spot a grenade thrown near a pile of ammo, pick it up and throw it elsewhere. If you are careful, you can get large amounts of ammo from places such as Fort Ludios and the Castle. The ammunition is heavy, and since it is always destroyed on impact, you must carry a lot of it. A bag of holding (or in particular the Wallet of Perseus) helps a fair amount, but one simply cannot find or carry enough ammunition to make firearms a valid choice for a main weapon throughout the whole game. Getting hit by grenade explosions removes all bullets from your open inventory, so if you have a large stack of bullets, you should carry most of them in a container. Having a stack of 100+ bullets in main inventory just tempts the game to spawn a soldier with grenades. Few roles can gain skill in firearms. Tourists can gain basic proficiency, archeologists and yeomen can become skilled, and rogues and undead slayers can reach expert. All other roles are restricted. In general, firearms are best used for clearing out specific areas. For example, the Astral Plane can be a breeze with a well-enchanted assault rifle and a large stack of enchanted ammo. Even an unenchanted firearm can be useful to dispatch the Riders from a distance, as unlike most high-level adversaries in SLASH'EM, they lack enchantment resistance. They are also generated with at most 80 hitpoints, so not much ammo will be required either. When using firearms, one should be careful that no friendly monsters are in the line of fire. While this is true of any multishot-capable ranged weapon, it bears repeating for firearms, due to their very high rates of fire. In particular, one should be careful of shopkeepers and the high priests. Another use for those not interested in using the firearms is to simply sell them. Firearms are expensive and soldiers are generated with firearms in fairly large quantities, and soldiers and sergeants are generated in groups as well. The high price of the firearms means that it is possible to quickly drain a shopkeeper's gold and pay for services without the need for tedious credit cloning. This is especially useful in the tourist quest, where there are large numbers of soldiers and many shops on the same level. Large quantities in which bullets are found (you can collect several thousands of them in Fort Ludios alone) make them ideal candidates for overenchanting (a feat made slightly easier in SLASH'EM with enchanting services and enchant weapon spell); you can then polymorph them into something more useful, like a long sword, or leave some for more tough opponents. Real life In real life, several of these weapons can't share ammunition. Variants SlashTHEM In SlashTHEM, firearms and ammunition are far lighter. Combined with a much higher weight cap, firearms are a viable option as a primary weapon. They can also be randomly generated, plus there are additional monsters that may be generated with firearms and bullets in their starting inventory. dNetHack dNetHack incorporates the (slightly modified) firearm code, and additionally implements several types of blasters that use the same skill. Anachrononauts and Pirates can achieve expert proficiency, Archeologists can advance to skilled, and Tourists are limited to basic skill. All other roles are restricted. However, it must be noted that in dNetHack firearms are exceedingly rare: they are not normally generated, and, with the exception of the lowly flintlock, are classified as future tech, making them unwishable except by Tourists. For non-Anachrononauts the most common way to obtain a firearm is to find it in a bones pile. Even then, the only reliable sources of bullets are wishing, a bullet fabber which is also future tech, and wandering pirates which appear if you have the Pirate quest artifact. SpliceHack In SpliceHack, shopkeepers are generated with shotguns and shotgun shells. These may be generated in many different materials due to the object materials system in SpliceHack.
# Werecreature Wikipedia has an article about: Lycanthropy @ wererat (human) Difficulty 3 Attacks Weapon 2d4 @ wererat (human) Difficulty 3 Attacks Weapon 2d4 Base level 2 Base experience 22 Speed 12 Base AC 10 Base MR 10 Alignment -7 (chaotic) Frequency (by normal means) 1 (Very rare) Genocidable No Weight 1450 Nutritional value 400 Size Medium Resistances Poison Resistances conveyed Lycanthropy A human wererat: has a head, a couple of arms, and a torso. regenerates HP quickly. is poisonous to eat. is omnivorous. is not a valid polymorphable form. can change between human and animal forms. is a human. is normally generated hostile. can pick up weapons and food. Reference monst.c#line2113 r wererat (animal) Difficulty 4 Attacks Bite 1d4 lycanthropy, Summon friends r wererat (animal) Difficulty 4 Attacks Bite 1d4 lycanthropy, Summon friends Base level 2 Base experience 22 Speed 12 Base AC 6 Base MR 10 Alignment -7 (chaotic) Frequency (by normal means) Always starts in human form Genocidable No Weight 40 Nutritional value 30 Size Tiny Resistances Poison Resistances conveyed Lycanthropy An animal wererat: has no hands. regenerates HP quickly. is poisonous to eat. is carnivorous. is not a valid polymorphable form. can change between human and animal forms. is normally generated hostile. can be seen through infravision. @ werejackal (human) Difficulty 3 Attacks Weapon 2d4 @ werejackal (human) Difficulty 3 Attacks Weapon 2d4 Base level 2 Base experience 22 Speed 12 Base AC 10 Base MR 10 Alignment -7 (chaotic) Frequency (by normal means) 1 (Very rare) Genocidable No Weight 1450 Nutritional value 400 Size Medium Resistances Poison Resistances conveyed Lycanthropy A human werejackal: has a head, a couple of arms, and a torso. regenerates HP quickly. is poisonous to eat. is omnivorous. is not a valid polymorphable form. can change between human and animal forms. is a human. is normally generated hostile. can pick up weapons and food. Reference monst.c#line2120 d werejackal (animal) Difficulty 4 Attacks Bite 1d4 lycanthropy, Summon friends d werejackal (animal) Difficulty 4 Attacks Bite 1d4 lycanthropy, Summon friends Base level 2 Base experience 22 Speed 12 Base AC 7 Base MR 10 Alignment -7 (chaotic) Frequency (by normal means) Always starts in human form Genocidable No Weight 300 Nutritional value 250 Size Small Resistances Poison Resistances conveyed Lycanthropy An animal werejackal: has no hands. regenerates HP quickly. is poisonous to eat. is carnivorous. is not a valid polymorphable form. can change between human and animal forms. is normally generated hostile. can be seen through infravision. Reference monst.c#line212 @ werewolf (human) Difficulty 6 Attacks Weapon 2d4 @ werewolf (human) Difficulty 6 Attacks Weapon 2d4 Base level 5 Base experience 61 Speed 12 Base AC 10 Base MR 20 Alignment -7 (chaotic) Frequency (by normal means) 1 (Very rare) Genocidable No Weight 1450 Nutritional value 400 Size Medium Resistances Poison Resistances conveyed Lycanthropy A human werewolf: has a head, a couple of arms, and a torso. regenerates HP quickly. is poisonous to eat. is omnivorous. is not a valid polymorphable form. can change between human and animal forms. is a human. is normally generated hostile. can pick up weapons and food. Reference monst.c#line2127 d werewolf (animal) Difficulty 7 Attacks Bite 2d6 lycanthropy, Summon friends d werewolf (animal) Difficulty 7 Attacks Bite 2d6 lycanthropy, Summon friends Base level 5 Base experience 61 Speed 12 Base AC 4 Base MR 20 Alignment -7 (chaotic) Frequency (by normal means) Always starts in human form Genocidable No Weight 500 Nutritional value 250 Size Medium Resistances Poison Resistances conveyed Lycanthropy An animal werewolf: has no hands. regenerates HP quickly. is poisonous to eat. is carnivorous. is not a valid polymorphable form. can change between human and animal forms. is normally generated hostile. can be seen through infravision. Reference monst.c#line248 Werecreature (or lycanthrope) is the collective name for a group of monsters which change back and forth between animal and human form. The werecreatures in NetHack are: @ / r wererat @ / d werejackals @ / d werewolves Contents 1 Generation 2 Common traits 3 Strategy 3.1 Summonable monsters 4 Messages 5 History 6 Variants 6.1 SLASH'EM 7 See Also 8 Encyclopedia entry 9 References Generation Werecreatures are always generated starting in human form, and start with a dagger, spear, or knife. Common traits Werecreatures are considered human for the purposes of sacrificing and consumption; if you are a human, eating the corpse of a werecreature counts as cannibalism. All werecreatures have drain resistance, but are particularly vulnerable to silver weapons. While in animal form, their bite has a chance of conferring lycanthropy, indicated by a fever. Lycanthropy is the condition that makes werecreatures change form at random intervals; you will become the same kind of werecreature as the one that infected you. Additionally, eating a werecreature's corpse will always infect you.[1] Werecreatures respect Elbereth only while in animal form; in human form, they can ignore Elbereth and will also wield weapons and wear armor, but are forced to shed and drop their armor and weapons upon shifting to animal form. Werecreatures can summon their brethren for help - rats, jackals, or various kinds of wolves, depending on the monster. This will give a message based on whether or not said monsters spawn in your character's sight. If you are a werecreature, you can also summon such monsters with the #monster extended command; they are generated as pets and will remain tame even if your lycanthropy is cured. Strategy Once you find a silver weapon, it is a good idea to keep it on you at all times; even with restricted weapons the silver damage alone can usually dispatch a werecreature quickly, and you will want to do so before you are surrounded. Being pinned on all sides, even by rats, can lead to death fairly quickly without Elbereth. Pets can assist in dealing with werecreatures, as they will only call for help when attacking you; additionally, summoning is less immediately dangerous in hallways, as you can deal with the monsters one at a time while only having to fight two or three simultaneously. Even then, early characters will still want to kill the werecreature as soon as possible before finishing off their companions. Most of the time lycanthropy is unwanted, so avoid engaging in melee combat with a werecreature in animal form where possible unless you have an effective way of removing the affliction. The eventual shift to animal form makes your character unable to carry any kind of load, wield weapons, use hand operated things (such as open doors), and wear armor; while in animal form, your HP is also generally considerably lower, as are many of your other attributes. To remove lycanthropy, one may pray (the effectiveness of which is dependent on the usual factors), eat a sprig of wolfsbane, or quaff holy water. See that article for more methods of curing lycanthropy and strategic applications for actually utilizing it (e.g. summoning tame monsters) Summonable monsters When a werecreature summons help, 1d5 monsters of the appropriate type are created about the werecreature. The monsters will be created with the probabilities in the following table:[2] Werecreature Summonable monsters Probability Wererat Sewer rat 67% Giant rat 22% Rabid rat 11% Werejackal Jackal 86% Coyote 10% Fox 5% Werewolf Wolf 80% Warg 10% Winter wolf 10% Messages You feel feverish. The player was bitten by a werecreature and infected with lycanthropy. The werecreature summons help! The werecreature summoned monsters of the same class to assist it. You feel hemmed in. As above, except one or more of the new monsters spawned outside of the player's sight, e.g. due to blindness. You hear a <jackal wolf=""> howling at the moon. A werejackal or werewolf is present on the current level, and has shifted form out of your sight. The <werecreature> whispers inaudibly. All you can make out is "moon". You chatted to a werecreature. History In NetHack 3.0.0, lycanthropes in their animal forms were called ratweres, jackalweres, and wolfweres. The -were suffix indicates animals that can take on human and sometimes hybrid forms, e.g. a wolfwere can shift from the base form of a wolf to that of a human or a "wolf man". Variants SLASH'EM Main article: Lycanthrope (starting race) In SLASH'EM, the Lycanthrope is a playable race, starting with (not hungerless) regeneration and lycanthropy (always a werewolf) which cannot be removed, but can eventually be controlled. They may only be chaotic, and any silver weapons in one's starting inventory (such as with Undead Slayers) will be reverted to their non-silver counterpart. Additionally, there are several new lycanthrope monsters in SLASH'EM: werepanthers, weretigers, werespiders, and weresnakes. A werecreature summoning help in SLASH'EM will generate 1d2 monsters, rather than the 1d5 in vanilla. This table displays the rates for the SLASH'EM specific werecreatures:[3] Werecreature Summonable monsters Probability Werepanther Jaguar 80% Panther 20% Weretiger Jaguar 80% Tiger 20% Weresnake Snake 80% Pit viper 20% Werespider Cave spider 80% Recluse spider 20% See Also Lycanthropy Silver damage #monster extended command Encyclopedia entry In 1573, the Parliament of Dole published a decree, permitting the inhabitants of the Franche-Comte to pursue and kill a were-wolf or loup-garou, which infested that province, "notwithstanding the existing laws concerning the chase." The people were empowered to "assemble with javelins, halberds, pikes, arquebuses and clubs, to hunt and pursue the said were-wolf in all places where they could find it, and to take, burn, and kill it, without incurring any fine or other penalty." The hunt seems to have been successful, if we may judge from the fact that the same tribunal in the following year condemned to be burned a man named Giles Garnier, who ran on all fours in the forest and fields and devoured little children, "even on Friday." The poor lycanthrope, it appears, had as slight respect for ecclesiastical feasts as the French pig, which was not restrained by any feeling of piety from eating infants on a fast day. [ The History of Vampires, by Dudley Wright ] References ↑ src/eat.c in NetHack 3.6.0, line 933 ↑ were_summon in were.c ↑ were.c in SLASH'EM 0.0.7E7F2, line 119 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. </werecreature></jackal>
# User:FJH File:Placeholder 220px About me This is your user page. Please edit this page to tell the community about yourself! My favorite pages Add links to your favorite pages on the wiki here! Favorite page #2 Favorite page #3
# File:Neanderthal.png File File history File usageNo higher resolution available. Neanderthal.png ‎(16 × 16 pixels, file size: 222 bytes, MIME type: image/png) A 16x16 vanilla NetHack tile of the monster 'neanderthal'. File history Click on a date/time to view the file as it appeared at that time. Date/TimeThumbnailDimensionsUserComment current10:47, 1 August 200616 × 16 (222 bytes)BotFenix (talk | contribs)A 16x16 vanilla NetHack tile of the monster 'neanderthal'. 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) Neanderthal NetHack 3.2.0 NetHack 3.2.1 NetHack 3.2.2 NetHack 3.2.3 NetHack 3.3.0 NetHack 3.3.1 NetHack 3.4.0 NetHack 3.4.1 NetHack 3.4.2 NetHack 3.4.3 NetHack 3.6.0 NetHack 3.7.0
# Related changes Enter a page name to see changes on pages linked to or from that page. (To see members of a category, enter Category:Name of category). Changes to pages on your Watchlist are in bold. Recent changes options Show last 50 | 100 | 250 | 500 changes in last 1 | 3 | 7 | 14 | 30 daysHide registered users | Hide anonymous users | Hide my edits | Show bots | Hide minor editsShow new changes starting from 17:53, 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 22 July 2023 &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;23:38&nbsp; Wish‎ (diff | hist) . . (+547)‎ . . Umbire the Phantom (talk | contribs) (→‎GruntHack: copyedit + add some IRC recommendations) 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)
# 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 24 July 2023 &nbsp;m&nbsp;&nbsp;&nbsp;16:09&nbsp; EvilHack‎‎ (3 changes | history) . . (+1,958)‎ . . [K2‎ (3×)] &nbsp;m&nbsp;&nbsp;&nbsp; 16:09 (cur | prev) . . (+1,831)‎ . . K2 (talk | contribs) (→‎Shields: details) &nbsp;m&nbsp;&nbsp;&nbsp; 15:42 (cur | prev) . . (+113)‎ . . K2 (talk | contribs) (→‎Game mechanics: placeholder for new skills) &nbsp;m&nbsp;&nbsp;&nbsp; 15:15 (cur | prev) . . (+14)‎ . . K2 (talk | contribs) (→‎Air: more wording) 23 July 2023 &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;08:36&nbsp; EvilHack‎ (diff | hist) . . (-82)‎ . . Umbire the Phantom (talk | contribs) (pass for word choice and rephrasing) &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;08:18&nbsp; Black market (SLASH'EM)‎‎ (4 changes | history) . . (-135)‎ . . [Umbire the Phantom‎; Ion frigate‎ (3×)] &nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 08:18 (cur | prev) . . (-140)‎ . . Umbire the Phantom (talk | contribs) (improve level description) &nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 07:03 (cur | prev) . . (+5)‎ . . Ion frigate (talk | contribs) (really use show preview to fix link) &nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 07:03 (cur | prev) . . (+1)‎ . . Ion frigate (talk | contribs) (really fix link) &nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 07:02 (cur | prev) . . (-1)‎ . . Ion frigate (talk | contribs) (fix link) 22 July 2023 &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;23:38&nbsp; Wish‎ (diff | hist) . . (+547)‎ . . Umbire the Phantom (talk | contribs) (→‎GruntHack: copyedit + add some IRC recommendations) 21 July 2023 &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;14:30&nbsp; EvilHack‎‎ (3 changes | history) . . (+1,487)‎ . . [K2‎ (3×)] &nbsp;m&nbsp;&nbsp;&nbsp; 14:30 (cur | prev) . . (+17)‎ . . K2 (talk | contribs) (→‎Major changes: convicts and thievery) &nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 14:17 (cur | prev) . . (+1,444)‎ . . K2 (talk | contribs) (→‎Game mechanics: open air) &nbsp;m&nbsp;&nbsp;&nbsp; 13:42 (cur | prev) . . (+26)‎ . . K2 (talk | contribs) (→‎Game mechanics: move artifact twoweaponing behavior under 'twoweaponing' section) 20 July 2023 &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;13:29&nbsp; Inediate‎ (diff | hist) . . (-41)‎ . . Darth l33t (talk | contribs) (Undo revision 152507 by Coz (talk) those are "g" and already covered) (Tag: Undo) 19 July 2023 &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;16:47&nbsp; Inediate‎ (diff | hist) . . (+41)‎ . . Coz (talk | contribs) (Added gargoyles and wingeds as inediate) 18 July 2023 &nbsp;m&nbsp;&nbsp;&nbsp;04:53&nbsp; EvilHack‎ (diff | hist) . . (0)‎ . . K2 (talk | contribs) (build date)
# File:Legion devils.png File File history File usage MetadataNo higher resolution available. Legion_devils.png ‎(61 × 16 pixels, file size: 618 bytes, MIME type: image/png) File history Click on a date/time to view the file as it appeared at that time. Date/TimeThumbnailDimensionsUserComment current04:48, 12 June 201361 × 16 (618 bytes)Chris (talk | contribs) You cannot overwrite this file. File usage The following page uses this file: User:Chris/dNetHack/Monsters Metadata This file contains additional information, probably added from the digital camera or scanner used to create or digitize it. If the file has been modified from its original state, some details may not fully reflect the modified file. Horizontal resolution37.8 dpcVertical resolution37.8 dpc
# Queen's Guard )   Queen's Guard   Base item rapier Damage vs. small 1d6 +6 Damage vs. large 1d8 +6 To-hit bonus +6 Bonus versus (any) Weapon skill saber Size one-handed Affiliation lawful(Corsair) When carried (none) When wielded (none) When invoked (none) Base price 1500 zm Weight 40 Material metal Queen's Guard is an artifact weapon that appears in SlashTHEM. It is lawful-aligned, and its base item is a rapier. It deals a flat +6 damage against all monsters and has a +6 to-hit. Generation Queen's Guard is given to Corsairs as their first sacrifice gift. Strategy Queen's Guard is a pretty straightforward and powerful early game weapon. While the overall average damage output is a little less than something like Excalibur, the high to-hit makes it a lot more consistent. Given that saber are generally a rarity, players who acquire a Queen's Guard early will likely not have had a chance to train the skill, so this makes an excellent first sacrifice gift to do just that until they can trade up for something like Greyswandir. Average damage calculation The average damage calculations in the following table do not include bonuses from weapon skills, strength, or from using a blessed weapon against undead or demons. Weapon Small monsters Large monsters +0 Queen's Guard +7 Queen's Guard
# Talk:Wraith I tried to tin the wraith corpse but it didnt work.. or did I make something false&nbsp;? Tinned wraith doesn't exist. Also, try making an account. --Someone Else 21:50, 27 November 2006 (UTC) You can put them in an ice box and eat them later. By the way , it is said somewhere not to try to lure wraithes from the Sanctum of Moloch to the castle level, because they don't leave a corpse in most cases on the castle level. That's right, i lured about 15 up there and only one dropped, but, when you could get them one level higher the odds seem to be better. So, make friend with those wraithes (charm), go up with them, leave them in a locked room up there and get back about a 100 or 200 turns later. Chances are high that their tame status is over then and you can savely attack and kill them. [Jin Tsu] You get the best odds of a wraith corpse on an ordinary maze level or a room level that does not have any crypts. When luring wraiths from the Valley of the Dead, it's usually easiest do lure them down, provided the next level isn't the lair of Asmodeus. If you have to lure them up, lure them past the Castle, and if that level is the lair of Medusa, lure them past that, too. You can sign your comments with ~~~~. -- Ray Chason 23:29, 27 January 2007 (UTC) blessed and rotten "Eating a rotten wraith that has been dipped in holy water is a safe way to gain the experience boost." why? I think I have eaten blessed rotten food. And the source says somewhere corpses can be older and still not make you sick if they are blessed. But blessing wraith doesn't preclude rotten corpses. Tjr 09:40, 27 April 2009 (UTC) Perhaps the author of the above citation was claiming you never chock on blessed wraith corpses. A quick wizard mode test proves that wrong. Tjr 10:24, 27 April 2009 (UTC) As far as I can tell, being blessed doesn't affect the chance of a comestible being rotten, except that blessed non-corpse food is immune to being rotten for 50 turns after generation instead of 30. -- Killian 11:49, 29 April 2009 (UTC) Blessed wraith corpses I noticed that blessing a wraith corpse and eating it has the same effect as drinking a blessed potion of gain level- you not only gain a level but get xp half the way to the next. Does anyone know whether this is normal for unblessed wraiths as well? I don't think so, but I'd like to hear it from someone before adding it to the wiki, because if true it should be in there. --Moxoxo (talk) 22:04, 22 January 2014 (UTC) The extra experience on a blessed potion of gain level is handled by the potion code. Wraiths do not have anything of the sort, so blessing them won't make any difference. potion.c, line 780 calls pluslvl, then the next line handles the bonus exp. Wraith corpses just call pluslvl and nothing else. -- Qazmlpok (talk) 01:20, 23 January 2014 (UTC)
# Weight In NetHack, weight is a measure of an item's heaviness. Carrying too much weight will increase your encumbrance, rendering you burdened, stressed or possibly worse depending on the size of your load - fighting while significantly encumbered is not advised, as excessive weight lowers you speed. NetHack expresses item weight in aum, short for "arbitrary unit of measurement". Normally, the only case where the game explicitly tells you an item's weight is when you purchase a glob of pudding from a shop. In wizard mode, however, your inventory displays the weight of each carried item. List of item weights The following table below lists the weights of a few common items and a couple of monsters from lightest to heaviest, with all weights given in aum. Monsters have no specific weight while alive (they are instead classified by size), but their corpses do. Item Weight (aum) 100 gold pieces 1 gem 1 ring 3 scroll 5 wand 7 luckstone 10 tripe ration 10 lizard corpse 10 bugle 10 mirror 13 flail 15 empty bag 15 amulet 20 potion 20 food ration 20 lichen corpse 20 unicorn horn 20 mace 30 dragon scale mail 40 long sword 40 spellbook 50 fauchard 60 pick-axe 100 plate mail 450 iron ball 480 loadstone 500 human corpse 1450 dragon corpse 4500 boulder 6000 Special rules If you are polymorphed into a giant, boulders in your inventory have no weight. A bag of holding modifies the weight of its contents - an uncursed bag of holding effectively reduces the weight of its contents by 1⁄2, and a blessed one does so by 3⁄4, while a cursed one doubles the weight. The weight of the bag itself is always 15 aum. Strategy In a few cases, weight testing can be a way to identify objects, especially after price identification.
# 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:168.244.164.254 Welcome! Welcome! Hi! Welcome, and thanks for contributing to NetHackWiki! Please sign in, if you haven't already, and create a user name! It's free, and it'll help you keep track of all your edits. The How to help and Style guide pages are excellent starting points. Recent changes is a great first stop, because you can see what other people are editing right this minute, and where you can help. Questions? Need help? You can ask at the Community Portal or on the discussion page associated with each article! Just remember to sign those posts with four tildes: ~~~~. That will expand to create a signature. I'm really happy to have you here, and look forward to working with you! —ZeroOne (talk&nbsp;/&nbsp;@) 09:56, 10 March 2009 (UTC) This is the discussion page for an anonymous user who has not created an account yet or who does not use it. We therefore have to use the numerical IP address to identify him/her. Such an IP address can be shared by several users. If you are an anonymous user and feel that irrelevant comments have been directed at you, please create an account or log in to avoid future confusion with other anonymous users. [WHOIS • RDNS • RBLs • Traceroute • TOR check] · [RIRs: America · Europe · Africa · Asia-Pacific · Latin America/Caribbean]
# 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 17:45, 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.)
# Related changes Enter a page name to see changes on pages linked to or from that page. (To see members of a category, enter Category:Name of category). Changes to pages on your Watchlist are in bold. Recent changes options Show last 50 | 100 | 250 | 500 changes in last 1 | 3 | 7 | 14 | 30 daysHide registered users | Hide anonymous users | Hide my edits | Show bots | Hide minor editsShow new changes starting from 17:59, 24 July 2023 Namespace: all (Main) Talk User User talk NetHackWiki NetHackWiki talk File File talk MediaWiki MediaWiki talk Template Template talk Help Help talk Category Category talk Source Source talk Forum Forum talk Video Video talk User blog User blog talk Blog Blog talk Module Module talk &nbsp;Invert selection &nbsp;Associated namespaceTag filter:Page name: Show changes to pages linked to the given page instead List of abbreviations: N This edit created a new page (also see list of new pages) m This is a minor edit b This edit was performed by a bot (±123) The page size changed by this number of bytes 23 July 2023 &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;22:24&nbsp; Call‎‎ (7 changes | history) . . (+2,271)‎ . . [Umbire the Phantom‎; Ion frigate‎ (3×); Cathartes‎ (3×)] &nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 22:24 (cur | prev) . . (+44)‎ . . Umbire the Phantom (talk | contribs) (some sectioning) &nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 22:18 (cur | prev) . . (+214)‎ . . Cathartes (talk | contribs) (→‎Limitations: you can rename Vlad in 3.6+ though) &nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 22:09 (cur | prev) . . (+77)‎ . . Cathartes (talk | contribs) (mention named corpses, version, references section) &nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 22:06 (cur | prev) . . (+265)‎ . . Cathartes (talk | contribs) (→‎Limitations: add ref; also, reviving the renamed the statue/corpse of a unique monster doesn't preserve the new name after 3.6.1) &nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 06:59 (cur | prev) . . (+3)‎ . . Ion frigate (talk | contribs) (ambiguous clause) &nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 06:55 (cur | prev) . . (+2)‎ . . Ion frigate (talk | contribs) (You can actually use single or double quotes in a monster name, but this is more legible) &nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 06:52 (cur | prev) . . (+1,666)‎ . . Ion frigate (talk | contribs) ("What do you want to call King Arthur called the idiot?" "The idiot doesn't like being called names!") 22 July 2023 &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;23:38&nbsp; Wish‎ (diff | hist) . . (+547)‎ . . Umbire the Phantom (talk | contribs) (→‎GruntHack: copyedit + add some IRC recommendations)
# File:Spear.png File File history File usageNo higher resolution available. Spear.png ‎(16 × 16 pixels, file size: 212 bytes, MIME type: image/png) A 16x16 vanilla NetHack tile of the object 'spear'. File history Click on a date/time to view the file as it appeared at that time. Date/TimeThumbnailDimensionsUserComment current10:52, 1 August 200616 × 16 (212 bytes)BotFenix (talk | contribs)A 16x16 vanilla NetHack tile of the object 'spear'. Category:16x16 tiles You cannot overwrite this file. File usage The following 15 pages uses this file: List of vanilla NetHack tiles NetHack 3.2.0 NetHack 3.2.1 NetHack 3.2.2 NetHack 3.2.3 NetHack 3.3.0 NetHack 3.3.1 NetHack 3.4.0 NetHack 3.4.1 NetHack 3.4.2 NetHack 3.4.3 NetHack 3.6.0 NetHack 3.7.0 Spear Weapon
# File:Silver arrow.png File File history File usageNo higher resolution available. Silver_arrow.png ‎(16 × 16 pixels, file size: 209 bytes, MIME type: image/png) A 16x16 vanilla NetHack tile of the object 'silver arrow'. File history Click on a date/time to view the file as it appeared at that time. Date/TimeThumbnailDimensionsUserComment current10:51, 1 August 200616 × 16 (209 bytes)BotFenix (talk | contribs)A 16x16 vanilla NetHack tile of the object 'silver arrow'. Category:16x16 tiles You cannot overwrite this file. File usage The following 15 pages uses this file: List of vanilla NetHack tiles NetHack 3.2.0 NetHack 3.2.1 NetHack 3.2.2 NetHack 3.2.3 NetHack 3.3.0 NetHack 3.3.1 NetHack 3.4.0 NetHack 3.4.1 NetHack 3.4.2 NetHack 3.4.3 NetHack 3.6.0 NetHack 3.7.0 Silver arrow Weapon
# File:Nurse dancing in soko.png File File history File usageNo higher resolution available. Nurse_dancing_in_soko.png ‎(425 × 292 pixels, file size: 4 KB, MIME type: image/png) Example of being setup for nurse dancing. --Raindog308 (talk) 03:12, 24 March 2015 (UTC) File history Click on a date/time to view the file as it appeared at that time. Date/TimeThumbnailDimensionsUserComment current03:12, 24 March 2015425 × 292 (4 KB)Raindog308 (talk | contribs)Example of being setup for nurse dancing. --~~~~ You cannot overwrite this file. File usage The following page uses this file: Nurse dancing
# Elemental Planes The Elemental Planes form the first four levels of what NetHack refers to as the End Game. As the name suggests, each of the four Planes represents one of the four elements: the Plane of Earth the Plane of Air the Plane of Fire the Plane of Water The planes always appear in this order, and are followed by the Astral Plane, which many players consider one of "the planes".[1] All of the planes are no-teleport and have undiggable floors. Contents 1 Accessing the Planes 2 Variants 2.1 SpliceHack 3 References Accessing the Planes The Plane of Earth is entered by climbing the upstair on dungeon level 1 with the Amulet of Yendor in your possession. If you do not have the Amulet—perhaps because you have been fooled by a fake—you will instead "escape the dungeon", and the game will end immediately, so beware. A cursed potion of gain level is a foolproof way to test if your Amulet is real, as you will only "feel uneasy" with no effect at all if you quaff it while holding a fake Amulet. Once you enter the Planes successfully, it is impossible to return to any of the earlier dungeon branches. Movement from one plane to the next, and from the Plane of Water to the Astral Plane, then requires finding a magic portal. It is impossible to move backwards to an earlier plane, or to move forward without the real Amulet of Yendor. Variants Several variants, such as GruntHack and UnNetHack, present the Elemental Planes in a random order - this makes the End Game less predictable and more challenging. SpliceHack SpliceHack adds new endgame levels. The sequence of levels is[2]: Plane of Earth Gemstone Array Plane of Air Plane of Ice Plane of Fire City of Brass Plane of Water References ↑ dat/dungeon.def in NetHack 3.6.6, line 134 ↑ https://github.com/NullCGT/SpliceHack/blob/Spl-R-1.1.0/dat/dungeon.lua
# 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 20 July 2023 &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;13:29&nbsp; Inediate‎ (diff | hist) . . (-41)‎ . . Darth l33t (talk | contribs) (Undo revision 152507 by Coz (talk) those are "g" and already covered) (Tag: Undo) 19 July 2023 &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;16:47&nbsp; Inediate‎ (diff | hist) . . (+41)‎ . . Coz (talk | contribs) (Added gargoyles and wingeds as inediate)
# File:Jabberwock.png File File history File usageNo higher resolution available. Jabberwock.png ‎(16 × 16 pixels, file size: 247 bytes, MIME type: image/png) A 16x16 vanilla NetHack tile of the monster 'jabberwock'. File history Click on a date/time to view the file as it appeared at that time. Date/TimeThumbnailDimensionsUserComment current09:28, 1 August 200616 × 16 (247 bytes)BotFenix (talk | contribs)A 16x16 vanilla NetHack tile of the monster 'jabberwock'. Category:16x16 tiles You cannot overwrite this file. File usage The following 18 pages uses this file: Jabberwock List of vanilla NetHack tiles Monster Monsters (by size) NetHack 3.2.0 NetHack 3.2.1 NetHack 3.2.2 NetHack 3.2.3 NetHack 3.3.0 NetHack 3.3.1 NetHack 3.4.0 NetHack 3.4.1 NetHack 3.4.2 NetHack 3.4.3 NetHack 3.6.0 NetHack 3.7.0 User:Chris/dNetHack/Monsters User:EasterlyIrk/Scratchpad
# File:Elven bow.png File File history File usageNo higher resolution available. Elven_bow.png ‎(16 × 16 pixels, file size: 209 bytes, MIME type: image/png) A 16x16 vanilla NetHack tile of the object 'elven bow'. File history Click on a date/time to view the file as it appeared at that time. Date/TimeThumbnailDimensionsUserComment current11:04, 1 August 200616 × 16 (209 bytes)BotFenix (talk | contribs)A 16x16 vanilla NetHack tile of the object 'elven bow'. Category:16x16 tiles You cannot overwrite this file. File usage The following 15 pages uses this file: Elven bow 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 Weapon
# Talk:Ruins of Moria Here is, as best as I can tell, the up-to-date code for the Ruins of Moria dungeon branch for UnNetHack (and also standalone patch?) https://github.com/Lartza/unnethack/blob/master/dat/moria.des From what I can tell, it should be not too hard to get a decent-looking article from this file. If someone could do that, that would be great! --Ozymandias (talk) 21:57, 21 July 2013 (UTC) This is my observation of Moria after two runs through it. I'm making a third run for purposes of this entry. Moria is innudated with orcs of all kinds especially deeps orcs. It also generates scrolls of teleport named Word of Recall. The first level you arrive in a big room. Outside the room has a good deal of lava and scattered gems. This level has no real special charecticis. This level stayed the same through out both trips. There is a staircase going upwards to the next level. Here is a screen shot. [URL=http://s27.photobucket.com/user/Alan_Beck/media/Level1Moria_zps382b42e4.png.html][IMG]http://i27.photobucket.com/albums/c199/Alan_Beck/Level1Moria_zps382b42e4.png[/IMG][/URL] The second level is static. This level does not allow teleporting which is important due to the holes in the bridge described below. It appears to be a homage to Gandolf fighting the Balrog in LOTR. The level consists of one narrow bridge surrounded by lava. The bridge has two holes in the center. The bridge is also guranteed to have a burnt robe and burnt staff. A obvious reference to Gandolf's fight. The one confirmed monster is a unique demon called Durin's Bane. He is guranteed to be generated with a enchanted fireproof bullwhip. The whip has been enchanted +5 and +7 twice in my experience. He flies and is fairly strong in melee. He will fly out onto the lava at times so while I'd advised a player to take him out with wands/spells targeting while on lava makes you lose the bullwhip so I'd attack him solely while he is on the bridge. In order to proceed further one most have some means to fly levitate or a scroll of earth in order to plug up the holes in the bridge. As you are going up in Moria falling through the holes takes you to the first level. This is a image of level two. [URL=http://s27.photobucket.com/user/Alan_Beck/media/MoriaLevel2_zps9cb9523a.png.html][IMG]http://i27.photobucket.com/albums/c199/Alan_Beck/MoriaLevel2_zps9cb9523a.png[/IMG][/URL]---Ndwolfwood 00:15, 1 September 2014 (UTC) The third level appears to be a standard dungeon room except for the fact you are given the message the dungeon feels less persistent. However everytime you leave and reenter the level it changes. This means that any items or pets will be lost if you leave them on this level. ----00:30, 1 September 2014 (UTC) This is a image of the third level. http://i27.photobucket.com/albums/c199/Alan_Beck/MoriaLevel3_zpsd059992b.pngNdwolfwood The fourth level of Moria is completely full of orcs. I'll upload a better sceenshot later. This has the full screen. http://s27.photobucket.com/user/Alan_Beck/media/MoriaLevel4_zps2ee937df.png.html?sort=3&amp;o=0#/user/Alan_Beck/media/MoriaLevel4_zps2ee937df.png.html?sort=3&amp;o=0&amp;_suid=1409533199707024368548577855875 The fifth level is primarily woods. On oneside is the stairway down you come from. On the other is the stairwayup. On that side are a bunch of hostile orcs and trapped inside prisons are a large number of dwarfs. http://i27.photobucket.com/albums/c199/Alan_Beck/MoriaLevel5_zpsadfefe23.png01:08, 1 September 2014 (UTC) The sixth level has an assortment of chests, boxes, safes and once a icebox. It has had a altar on all three run throughs as well. However the layout of this level varies. The one guranteed monster is the Watcher in the Deep. He is basically a beefed up kraken. I suspect that he carries something on him that can be gotten from the water after killing him but I have not had the means to confirm that yetNdwolfwood 01:35, 1 September 2014 (UTC) http://i27.photobucket.com/albums/c199/Alan_Beck/MoriaLevel6_zps094e5075.png I have visited these ruins only once yet. There was an uncursed Frost horn on that last level that allows to freeze water and dig out drops. This Watcher in the Water carried an uncursed Magic lamp and I suspect it always does so. Also, that fireproof whip I got from the demon was no good at retrieving the lamp as it tried (and failed) to pick up corpse instead. ——Evg-zhabotinsky (talk) 13:44, 24 February 2015 (UTC) LoTR nitpick The Bridge of Khazad-dum text states that it's the site of "the final desperate battle of The Fellowship of the Ring", but this isn't true in either the book or the movie - the story continues for some time before Fellowship comes to an end. --Phol ende wodan (talk) 15:00, 15 September 2018 (UTC)
# Forum:AceHack Source Code Repository Site Closing &lt; Forum:Watercooler I am new to the world of Nethack and I was looking around the site when I followed a trail that lead me to the site that hosts the development and source code of AceHack (Patch-tag.com) and the owner of Patch-tag is closing the site on August 5th. I might seem silly worrying about this, but I am concerned that the code for the game there will be lost. Also, the owner of Patch-tag is looking for someone to run the site if they so choose. it is a Darcs hosting site. Just figured I would put that out there in case anyone was interested. I know nothing about that area so I can't very well volunteer myself. If I am being a silly alarmist, please let me know. If there is something that can be done or should be done about it, then I would be happy to do what I can, if anyone cares. Link to repository: http://patch-tag.com/r/ais523/acehack/home Acepack homepage: https://patch-tag.com/r/ais523/acehack/wiki/Front+Page Link to blog post about patch-tag.com's closure: http://blog.patch-tag.com/2014/07/04/patch-tag-is-shutting-down-on-august-4-2014-please-migrate-repos-to-hub-darcs-net/ 99.0.107.48 11:36, 31 July 2014 (UTC) The AceHack source is still available as a branch of the NetHack 4 repository.--Ray Chason (talk) 01:19, 13 August 2014 (UTC) Oh! Then I spent 8 hours downloading source files for nothing X.X. I really should have checked back on this sooner. 131.247.224.175 05:04, 6 October 2014 (UTC)
# Leadership This page is a stub. Should you wish to do so, you can contribute by expanding this page. An invoke ability that detects all pets on level and increase tameness of pets within line of sight.
# Related changes Enter a page name to see changes on pages linked to or from that page. (To see members of a category, enter Category:Name of category). Changes to pages on your Watchlist are in bold. Recent changes options Show last 50 | 100 | 250 | 500 changes in last 1 | 3 | 7 | 14 | 30 daysHide registered users | Hide anonymous users | Hide my edits | Show bots | Hide minor editsShow new changes starting from 17:58, 24 July 2023 Namespace: all (Main) Talk User User talk NetHackWiki NetHackWiki talk File File talk MediaWiki MediaWiki talk Template Template talk Help Help talk Category Category talk Source Source talk Forum Forum talk Video Video talk User blog User blog talk Blog Blog talk Module Module talk &nbsp;Invert selection &nbsp;Associated namespaceTag filter:Page name: Show changes to pages linked to the given page instead List of abbreviations: N This edit created a new page (also see list of new pages) m This is a minor edit b This edit was performed by a bot (±123) The page size changed by this number of bytes 22 July 2023 &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;23:38&nbsp; Wish‎ (diff | hist) . . (+547)‎ . . Umbire the Phantom (talk | contribs) (→‎GruntHack: copyedit + add some IRC recommendations) 21 July 2023 &nbsp;m&nbsp;&nbsp;&nbsp;17:58&nbsp; Elbereth‎ (diff | hist) . . (-3)‎ . . Silverwing235 (talk | contribs) (→‎History: typo/grammar, punctuation) 18 July 2023 &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;06:14&nbsp; Scroll of genocide‎ (diff | hist) . . (+415)‎ . . Ardub23 (talk | contribs) (→‎Variants: Hack'EM info)
# User talk:Raxvulpine Put up the summary data on armor class vs. minotaurs and cited you here. Thanks again. --Mungbean 00:24, 31 January 2008 (UTC) Do you mind if I link to your course materials from an article? Your notes on AC -20 got me to crunch some numbers (which ended up backing you up) and I'd like to give you credit. --Mungbean 17:19, 18 January 2008 (UTC) Sure, Mungbean! I need to find a more permanent home for them (probably they'll end up on www.akrasiac.org somewhere; autumnfox is just my personal machine) but if you tell me where you link to them, I'd be happy to update the link when I figure out where they'll actually live. Glad they were useful for you (and correct&nbsp;:) --Raxvulpine You totally deserve an article, if only for the nethack class! --Guess who? :Darn, I almost applied to MIT too! --Andronikus We should totally do another class next year, so I can feel important again.&nbsp;:) --Eidolos 19:00, 7 July 2007 (UTC) I'm pretty sure that I will be badgered and/or strongarmed into teaching the class again next year. Maybe this time I can actually proofread the course materials... --Raxvulpine
# Magical item A magical item or magical object is an item which when polymorphed, has a tendency to become another magical item of the same type. Junk magical items can therefore be polypiled to produce other magical items. A user has suggested improving this page or section as follows: "Some further info on variants re this would be nice. The most obvious are effects on what can be wished for. Are there any variants other than EvilHack in which wizards - or some other group - can see magical items? Leaving aside new items, are there any other differences?" Contents 1 Magical armor 1.1 Boots 1.2 Cloaks 1.3 Gloves 1.4 Helms 1.5 Shields 1.6 Suits 2 Magical tools 3 Magical stones 4 Other items 5 Variants 5.1 EvilHack Magical armor Only the following items of armor are considered magical: Boots elven boots fumble boots jumping boots kicking boots levitation boots speed boots water walking boots Cloaks alchemy smock cloak of displacement cloak of invisibility cloak of magic resistance cloak of protection elven cloak robe Gloves gauntlets of dexterity gauntlets of fumbling gauntlets of power Helms cornuthaum dunce cap helm of brilliance helm of opposite alignment helm of telepathy Shields shield of reflection Suits Each type of dragon scale mail (not dragon scales however) Magical tools Only the following tools are considered magical: bag of holding bag of tricks crystal ball drum of earthquake figurine fire horn frost horn horn of plenty magic harp magic lamp magic marker magic flute magic whistle unicorn horn Unicorn horns are a special case in NetHack 3.6.0: they are magical items by default and most horns you find can be polypiled into other magical tools. However, unicorn horns that are "regrown"—dropped by a unicorn that has been revived at least once—are treated as non-magical items and will only polymorph into non-magical tools. Magical stones Only the following stones are considered magical: loadstone luckstone touchstone Other items All potions are magical except: potion of acid potion of booze potion of fruit juice potion of oil potion of sickness potion of water Stacks of magical potions produced by alchemy will tend to be smaller than those of non-magical potions. All scrolls, spellbooks, wands, rings, and amulets are magical except for the following: scroll of blank paper scroll of mail blank spellbook wand of nothing meat stick meat ring cheap plastic imitation of the Amulet of Yendor Note that no weapon, food, boulder, statue, or gold is magical. Historic is a different attribute for statues. The Amulet of Yendor and invocation items are magic, but cannot be polymorphed anyway. The listed potions, blank items, and the wand of nothing, despite not being magical, have a large chance of polymorphing into magical objects; see polypiling for details. Variants EvilHack In EvilHack, wizards can see whether an item is magical, similarly to how a priest can see an item's BUC status.
# File:Barghest.png File File history File usage MetadataNo higher resolution available. Barghest.png ‎(16 × 16 pixels, file size: 2 KB, MIME type: image/png) Summary A 16x16 SpliceHack monster tile. File history Click on a date/time to view the file as it appeared at that time. Date/TimeThumbnailDimensionsUserComment current05:22, 7 September 201916 × 16 (2 KB)Agulp (talk | contribs)A 16x16 SpliceHack monster tile. Category: SpliceHack Monsters You cannot overwrite this file. File usage The following page uses this file: Barghest 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. Compression schemeUncompressedPixel compositionRGB
# Category:Miscellaneous items Miscellaneous items are those eligible for creation when a monster and their inventory are generated. Pages in category "Miscellaneous items" The following 7 pages are in this category, out of 7 total. P Potion of gain level Potion of invisibility Potion of polymorph Potion of speedW Wand of make invisible Wand of polymorph Wand of speed monster
# Talk:Take off unremovable tho uncursed I am an aspirant playing sporkhack. I cannot remove my uncursed (I even blessed it w/some holy water) leather armor. My question is: "What the heck is that thang"? (What pheonominon am I encountering?)Slarty 23:33, November 16, 2010 (UTC) This may be a stupid question, but are you wearing a cloak over it? --Ilmari Karonen 01:31, 17 November 2010 (UTC)
# File:Dwarvish roundshield.png File File history File usageNo higher resolution available. Dwarvish_roundshield.png ‎(16 × 16 pixels, file size: 196 bytes, MIME type: image/png) A 16x16 vanilla NetHack tile of the object 'dwarvish roundshield'. File history Click on a date/time to view the file as it appeared at that time. Date/TimeThumbnailDimensionsUserComment current11:53, 1 August 200616 × 16 (196 bytes)BotFenix (talk | contribs)A 16x16 vanilla NetHack tile of the object 'dwarvish roundshield'. Category:16x16 tiles You cannot overwrite this file. File usage The following 15 pages uses this file: Ashmar Dwarvish roundshield List of vanilla NetHack tiles NetHack 3.2.0 NetHack 3.2.1 NetHack 3.2.2 NetHack 3.2.3 NetHack 3.3.0 NetHack 3.3.1 NetHack 3.4.0 NetHack 3.4.1 NetHack 3.4.2 NetHack 3.4.3 NetHack 3.6.0 NetHack 3.7.0
# Related changes Enter a page name to see changes on pages linked to or from that page. (To see members of a category, enter Category:Name of category). Changes to pages on your Watchlist are in bold. Recent changes options Show last 50 | 100 | 250 | 500 changes in last 1 | 3 | 7 | 14 | 30 daysHide registered users | Hide anonymous users | Hide my edits | Show bots | Hide minor editsShow new changes starting from 17:24, 24 July 2023 Namespace: all (Main) Talk User User talk NetHackWiki NetHackWiki talk File File talk MediaWiki MediaWiki talk Template Template talk Help Help talk Category Category talk Source Source talk Forum Forum talk Video Video talk User blog User blog talk Blog Blog talk Module Module talk &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 21 July 2023 &nbsp;m&nbsp;&nbsp;&nbsp;17:58&nbsp; Elbereth‎ (diff | hist) . . (-3)‎ . . Silverwing235 (talk | contribs) (→‎History: typo/grammar, punctuation)
# Gnomish boots [   gnomish boots   Appearance little black boots Slot boots AC 0 Special (none) Base price 16 zm Weight 10 Material leather Gnomish boots are a type of boot that appear in SlashTHEM. It is made of leather and appears as little black boots when unidentified. Generation Every gnome (minus gnome zombies and gnome mummies) has a chance of being generated with gnomish boots, making them very common in the Gnomish Mines. Strategy With a base AC of 0, these boots are likely not very useful to most characters even when enchanted. However, they provide a +2 racial bonus in AC to player gnomes, making them more usable. This page is a stub. Should you wish to do so, you can contribute by expanding this page.
# File:Hod sephirah.png File File history File usage MetadataNo higher resolution available. Hod_sephirah.png ‎(16 × 16 pixels, file size: 390 bytes, MIME type: image/png) File history Click on a date/time to view the file as it appeared at that time. Date/TimeThumbnailDimensionsUserComment current04:47, 12 June 201316 × 16 (390 bytes)Chris (talk | contribs) You cannot overwrite this file. File usage The following 2 pages uses this file: 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 17:46, 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.)
# Drow (monster) The drow is an elf-like monster in SLASH'EM and dNetHack. Contents 1 SLASH'EM 2 dNetHack 2.1 Drow 2.2 Hedrow warrior 2.3 Hedrow wizard 2.4 Drow matron 2.5 Embraced drowess 2.6 Hedrow blademaster SLASH'EM @ drow Difficulty 9 Attacks Weapon 2d4 sleep, Weapon 2d4 @ drow Difficulty 9 Attacks Weapon 2d4 sleep, Weapon 2d4 Base level 6 Base experience 89 Speed 12 Base AC 4 Base MR 60 Alignment −9 (chaotic) Frequency (by normal means) 1 (Very rare) Genocidable Yes Weight 800 Nutritional value 350 Size Medium Resistances sleep Resistances conveyed sleep (40%) A drow: has a head, a couple of arms, and a torso. is omnivorous. is not a valid polymorphable form. is an elf. is a lord to its kind. is male. is normally generated hostile. is strong. can pick up weapons and food. normally appears in small groups. may turn against you when tame. Reference SLASH'EM_0.0.7E7F2/monst.c#line3757 Drow possess a sleep attack, and their corpse has a decent chance of providing sleep resistance. They are also a playable race in SLASH'EM. dNetHack In addition to elaborating on SLASH'EM's drow starting race, dNetHack adds several classes of drow that can be encountered in the Mazes of Menace. Drow @ drow Difficulty 12 Attacks Weapon 1d8 physical @ drow Difficulty 12 Attacks Weapon 1d8 physical Base level 10 Base experience 216 Speed 12 Base AC 10 Base MR 2 Alignment −3 (chaotic) Frequency (by normal means) 0 (Not randomly generated) Genocidable No Weight 800 Nutritional value 350 Size medium Resistances sleep Resistances conveyed sleep A drow: has a head, a couple of arms, and a torso. is carnivorous. is herbivorous. is omnivorous. is not a valid polymorphable form. is strong. can pick up weapons and food. can be seen through infravision. cannot be tamed. The generic drow now only appears when turn undead is used on a corpse from a drow zombie, similar to human and elf monsters in vanilla. Its stats are almost identical to those of the elf. Hedrow warrior @ hedrow warrior File:Hedrow warrior.png Difficulty 10 Attacks Weapon 2d4 physical, Weapon 2d4 physical, Magic 0d3 mage spell @ hedrow warrior File:Hedrow warrior.png Difficulty 10 Attacks Weapon 2d4 physical, Weapon 2d4 physical, Magic 0d3 mage spell Base level 6 Base experience 135 Speed 12 Base AC 10 Base MR 60 Alignment −9 (chaotic) Frequency (by normal means) 2 (Quite rare) Genocidable No Weight 800 Nutritional value 350 Size medium Resistances sleep Resistances conveyed sleep A hedrow warrior: has a head, a couple of arms, and a torso. is carnivorous. is herbivorous. is omnivorous. is male. is normally generated hostile. is nasty. is strong. can pick up weapons and food. can be seen through infravision. normally appears in small groups. may turn against you when tame. cannot be tamed. The hedrow warrior attacks with weapons coated in sleep poison, and may also carry potions of sleeping. They use drow racial equipment, meaning that their armor may evaporate if they stand too long in the light. However, their cloaks offer good protection against light. Their spellcasting can be blocked by standing on an Elbereth square, and has shorter range and a longer cooldown than is typical. Hedrow wizard @ hedrow wizard File:Hedrow wizard.png Difficulty 12 Attacks Weapon 1d4 physical, Magic 0d6 mage spell @ hedrow wizard File:Hedrow wizard.png Difficulty 12 Attacks Weapon 1d4 physical, Magic 0d6 mage spell Base level 9 Base experience 201 Speed 12 Base AC 10 Base MR 40 Alignment −6 (chaotic) Frequency (by normal means) 1 (Very rare) Genocidable Yes Weight 800 Nutritional value 350 Size medium Resistances sleep Resistances conveyed sleep A hedrow wizard: has a head, a couple of arms, and a torso. is carnivorous. is herbivorous. is omnivorous. is male. is normally generated hostile. is strong. can pick up weapons and food. can be seen through infravision. appears only in Gehennom. may turn against you when tame. cannot be tamed. Drow matron @ drow matron Difficulty 15 Attacks Weapon 2d4 physical, Magic 0d0 clerical spell @ drow matron Difficulty 15 Attacks Weapon 2d4 physical, Magic 0d0 clerical spell Base level 12 Base experience 366 Speed 12 Base AC 10 Base MR 60 Alignment −9 (chaotic) Frequency (by normal means) 2 (Quite rare) Genocidable No Weight 800 Nutritional value 350 Size medium Resistances sleep Resistances conveyed sleep A drow matron: has a head, a couple of arms, and a torso. is carnivorous. is herbivorous. is omnivorous. is an overlord to its kind. is female. is normally generated hostile. is nasty. is strong. can pick up weapons and food. can be seen through infravision. may turn against you when tame. cannot be tamed. The drow matron uses drow racial equipment and can cast clerical spells, with summon spiders substituted for summon insects. Embraced drowess @ embraced drowess File:Embraced drowess.png Difficulty 27 Attacks Cast 0d0 clerical spell, Passive 2d4 webbing @ embraced drowess File:Embraced drowess.png Difficulty 27 Attacks Cast 0d0 clerical spell, Passive 2d4 webbing Base level 24 Base experience 786 Speed 24 Base AC 4 Base MR 100 Alignment 9 (lawful) Frequency (by normal means) 0 (Not randomly generated) Genocidable No Weight 800 Nutritional value 350 Size medium Resistances sleep Resistances conveyed sleep An embraced drowess: has no eyes. has no hands. has no limbs. has a head, a couple of arms, and a torso. is carnivorous. is herbivorous. is omnivorous. is not a valid polymorphable form. is an overlord to its kind. is female. is normally generated hostile. is strong. can pick up weapons and food. can be seen through infravision. may turn against you when tame. cannot be tamed. does not move. Hedrow blademaster @ hedrow blademaster File:Hedrow blademaster.png Difficulty 18 Attacks Weapon 3d4 physical, Weapon 3d4 physical, Magic 0d4 mage spell @ hedrow blademaster File:Hedrow blademaster.png Difficulty 18 Attacks Weapon 3d4 physical, Weapon 3d4 physical, Magic 0d4 mage spell Base level 14 Base experience 354 Speed 14 Base AC 10 Base MR 60 Alignment −6 (chaotic) Frequency (by normal means) 1 (Very rare) Genocidable Yes Weight 800 Nutritional value 350 Size medium Resistances sleep Resistances conveyed sleep A hedrow blademaster: has a head, a couple of arms, and a torso. is carnivorous. is herbivorous. is omnivorous. is male. is normally generated hostile. is strong. can pick up weapons and food. can be seen through infravision. appears only in Gehennom. may turn against you when tame. cannot be tamed. This page is a stub. Should you wish to do so, you can contribute by expanding this page.
# Potion of full healing ! Name full healing Appearance random Base price 200 zm Weight 20 Monster use May be used defensively by monsters. A potion of full healing is a type of potion that appears in NetHack. It can reliably heal up to 400 HP and cure many negative effects. Contents 1 Generation 1.1 Alchemy 2 Description 3 Strategy 4 History 5 Messages 6 Variants 6.1 SLASH'EM 6.2 UnNetHack 6.3 EvilHack 6.4 SlashTHEM 7 References Generation Healers start the game with the potion of full healing identified.[1] Randomly-generated monsters may receive the potion of full healing as a defensive item. Potions of full healing can be found very rarely in health food shops. Alchemy The potion of full healing can be created via alchemy by mixing a potion(s) of extra healing and a potion(s) of either gain energy or gain level; mixing a potion of full healing with a potion of gain energy or gain level can create a potion of gain ability.[2][3] Description Quaffing a potion of any beatitude will heal you for up to 400 HP, cure hallucination and blindness, and exercise constitution and strength.[4] A non-cursed potion will also cure sickness and boost your maximum HP if quaffing it would heal you to full HP: an uncursed potion increases maximum HP by 4, while a blessed potion increases it by 8. Monsters can quaff this potion for the same effect, and will do so at low HP. Quaffing a blessed potion will also restore one lost experience level if you have any, but also decreases your maximum experience level by one in the process[5] - e.g., if a character is level drained to XL 10 from XL 14, and quaffs a blessed potion of full healing, it will bring their level back up to 11 and lower their "remembered" maximum to 13. This effectively means that only half of your lost levels can be regained solely by quaffing blessed potions of full healing. Hitting a monster with a wielded or thrown potion of full healing will restore them to full HP and cure blindess;[6] hitting Pestilence with one will deal damage to him. Inhaling the vapors from a potion of any beatitude will heal you for 3 HP up to your maximum, cure blindness, exercise constitution, and additionally adjusts the health of your base form if you are currently polymorphed.[7] Dipping a poisoned weapon into a potion of full healing will remove the poison coating.[8] Strategy Potions of full healing are a common fixture in almost every late-game kit, with a set of at least a half-dozen potions of full healing being typical to carry on an ascension run. A tin of nurse meat is a comparable item that has similar healing capabilities and resists elemental damage that can destroy potions - however, its healing does not boost HP or cure as many ailments and the tin will take time to open, unless it is blessed and you have a tin opener ready (as opening can still take 1 turn otherwise). There is also the consideration of cannibalism penalties for humans, though they may not matter as much in life-and-death situations. Smoky and milky potions of full healing present a peril to even the most otherwise-prepared characters: an unexpected ghost or djinn is a quick way to end up dead in a pitched combat situation. Even a blessed potion of full healing with a smoky randomized appearance can prove incredibly (and fatally) inconvenient if you get a peaceful or even hostile djinn when trying to quaff one with your HP in the single-digits. This makes it imperative to heal proactively and avoid treating potions of full healing in particular as a poor man's amulet of life saving. While quaffing blessed full healing is a decent means of partially restoring lost levels, players looking to regain all of their levels may usually prefer a potion of restore ability. History The potion of full healing first appears in SLASH 6, and makes its vanilla debut in NetHack 3.3.0. Messages You feel completely healed. You quaffed a potion of full healing. Variants SLASH'EM In SLASH'EM, two potions of full healing are generated in the outer area of Grund's Stronghold. UnNetHack In UnNetHack, potions of full healing may be found on the last floor of the Dragon Caves in the stash behind the boulder. EvilHack In EvilHack, Kathryn the Ice Queen will have a potion of full healing if generated on a specific day (i.e. the birthday of the developer's daughter). SlashTHEM In SlashTHEM, in addition to SLASH'EM details, brewing a potion of full healing with a chemistry set takes five charges. Various player monsters generated on the creation of certain levels may generate with potions of full healing in their inventory. Duri the blacksmith will always generate with four potions of full healing. References ↑ src/u_init.c in NetHack 3.6.7, line 276 ↑ src/potion.c in NetHack 3.6.7, line 1811 ↑ src/potion.c in NetHack 3.6.7, line 1838 ↑ src/potion.c in NetHack 3.6.7, line 1008 ↑ src/potion.c in NetHack 3.6.7, line 1012 ↑ src/potion.c in NetHack 3.6.7, line 1419 ↑ src/potion.c in NetHack 3.6.7, line 1653 ↑ src/potion.c in NetHack 3.6.7, line 2125
# File:Jumbo the Elephant.png File File history File usageNo higher resolution available. Jumbo_the_Elephant.png ‎(16 × 16 pixels, file size: 455 bytes, MIME type: image/png) A 16x16 SLASH'EM monster tile. File history Click on a date/time to view the file as it appeared at that time. Date/TimeThumbnailDimensionsUserComment current16:18, 26 November 201016 × 16 (455 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: Jumbo the Elephant
# Silver dragon scale mail [   silver dragon scale mail   Appearance silver dragon scale mail Slot body armor AC 9 Special reflection Base price 1200 zm Weight 40 Material dragon hide Silver dragon scale mail, or SDSM, gives you reflection in addition to its considerable AC. Because of this, some players try to wish for it as soon as possible. In fact, many players consider it a good first wish. Silver dragon scale mail can be produced from silver dragon scales, which might be dropped by a silver dragon. References See Dragon scale mail for more detailed information on what makes dragon scale mail special and how to obtain it. 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.
# Dot Printable ASCII characters ~ ! @ # $ % ^ &amp; * ( ) _ + space ` 1 2 3 4 5 6 7 8 9 0 - = { } | Qq Ww Ee Rr Tt Yy Uu Ii Oo Pp : " [ ] \ Aa Ss Dd Ff Gg Hh Jj Kk Ll ? ; ' Ctrl Zz Xx Cc Vv Bb Nn Mm , . / &lt; &gt; Alt In NetHack, the dot (or .), also known as a period or full stop, serves the following purposes: Press . to rest and pass turns. When an action prompts you for a direction, e.g. zapping a wand, press . to direct that action at yourself. When an action prompts you to select a specific square on the map, press . to confirm your selection. In menu, press . to select all items. . can represent the following dungeon features: . floor . ice . is used to represent venom objects, which in practice is usually produced by a monster's venom-spitting attack. Variants dNetHack In dNetHack, the ghost monster class uses . as its glyph. dNetHack also adds other monsters to the ghost monster class: . garo . being of Ib . priest of Ib . garo master . Maanzecorian . Blackbeard's Ghost The shade is moved to its own monster class from this one.
# Bilious Patch Database Located at http://bilious.alt.org, this site provides a convenient central repository for NetHack patches. Users can upload, download, discuss, and vote on patches through the site after passing a CAPNTHLA test. As of 17 September 2022, Bilious appears to be out of service, returning only a blank page Staff Bilious is currently run by paxed. External Links http://bilious.alt.org Last revision stored in the Wayback Machine Source code This page is a stub. Should you wish to do so, you can contribute by expanding this page.
# Potion of healing ! Name healing Appearance random Base price 100 zm Weight 20 Monster use May be used defensively by monsters. A potion of healing is a type of potion that appears in NetHack. Contents 1 Generation 2 Description 3 Strategy 4 History 5 Messages 6 Variants 6.1 SLASH'EM 6.2 NetHack Fourk 7 References Generation All Healers start the game with 4 non-cursed potions of healing, and all Monks start the game with 3 non-cursed potions of healing. Intelligent monsters may generate with a potion of healing as a defensive item. Shopkeepers have a separate 3⁄4 chance to be generated with one.[1] The inventory of health food shops has a 4% chance to contain a potion of healing on a given square.[2] Description Quaffing the potion will heal you and exercise constitution, with the amount healed dependent on beatitude: a blessed potion of healing will heal you for 8d4 HP, an uncursed one for 6d4, and a cursed one for 4d4. If quaffing a non-cursed potion would restore your HP above maximum, your maximum HP is also increase by 1. Non-cursed potions cure blindness and deafness, and blessed ones also cure sickness. Monsters can also quaff the potion to heal for the same amount, though it can only additionally cure blindness (if blessed); monsters hit by the potion are fully healed and, if the potion was blessed, are also unblinded.[3] Pestilence is damaged by the potion, but the effects will always be completely resisted unless Pestilence is severely level drained first.[4] Inhaling vapors from a potion of healing of any beatitude will heal 1 HP, cure blindness and deafness if it was blessed, and exercise constitution; if you are polymorphed, the health of your base form is adjusted as well.[5] You can use a potion of healing in alchemy by dipping (or dipping into) potions of gain level, gain energy, or speed to get a potion of extra healing. Dipping a poisoned weapon into a potion of healing will remove the poison and use up the potion. Strategy The potion of healing is a decent resource for starting and early character; spellcasters are typically better off using the healing spell in most situations unless they are aiming to conserve power or reduce the weight of their inventory. Later in the game, when the potion's healing is less effective, you should consider alchemizing them into potions of extra healing, and then to full healing if possible. If saving speed potions for use in the late stages of the game, and/or reserving your other alchemy components for full healing potions, you can instead wield or throw healing potions at your pets, which always restores them to full health (although this is still considered abuse). History The potion of healing has been present in the game since Hack 1.21, a variant of Jay Fenlason's Hack. Hack121 also had the potion of extra hit points, which was excluded from later versions; its functions are effectively folded into the various healing potions. Messages You feel better. You quaffed a potion of healing. <foo> looks better. A monster quaffed a potion of healing. <foo> looks sound and hale again. A monster was hit with a potion of healing. Variants SLASH'EM In SLASH'EM and its variants, two potions of healing can be found in the outside area of Grund's Stronghold. Making a potion of healing using a chemistry set takes two charges. NetHack Fourk In NetHack Fourk, all non-Healer sylphs start with a potion of healing; sylph Healers are given a magic harp in place of the extra potion. References ↑ src/makemon.c in NetHack 3.6.7, line 684 ↑ src/shknam.c in NetHack 3.6.7, line 320 ↑ src/muse.c in NetHack 3.6.7, line 958 ↑ src/potion.c in NetHack 3.6.7, line 1429: Healing potions do potion of sickness effects to Pestilence, subject to Pestilence's 100 monster magic resistance. This means that Pestilence needs to be drained below level 6 for the potions to have a few percent chance of affecting Pestilence. ↑ src/potion.c in NetHack 3.6.7, line 1667 </foo></foo>
# 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 24 July 2023 &nbsp;m&nbsp;&nbsp;&nbsp;16:09&nbsp; EvilHack‎‎ (3 changes | history) . . (+1,958)‎ . . [K2‎ (3×)] &nbsp;m&nbsp;&nbsp;&nbsp; 16:09 (cur | prev) . . (+1,831)‎ . . K2 (talk | contribs) (→‎Shields: details) &nbsp;m&nbsp;&nbsp;&nbsp; 15:42 (cur | prev) . . (+113)‎ . . K2 (talk | contribs) (→‎Game mechanics: placeholder for new skills) &nbsp;m&nbsp;&nbsp;&nbsp; 15:15 (cur | prev) . . (+14)‎ . . K2 (talk | contribs) (→‎Air: more wording) 23 July 2023 &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;08:36&nbsp; EvilHack‎ (diff | hist) . . (-82)‎ . . Umbire the Phantom (talk | contribs) (pass for word choice and rephrasing) 21 July 2023 &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;14:30&nbsp; EvilHack‎‎ (3 changes | history) . . (+1,487)‎ . . [K2‎ (3×)] &nbsp;m&nbsp;&nbsp;&nbsp; 14:30 (cur | prev) . . (+17)‎ . . K2 (talk | contribs) (→‎Major changes: convicts and thievery) &nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 14:17 (cur | prev) . . (+1,444)‎ . . K2 (talk | contribs) (→‎Game mechanics: open air) &nbsp;m&nbsp;&nbsp;&nbsp; 13:42 (cur | prev) . . (+26)‎ . . K2 (talk | contribs) (→‎Game mechanics: move artifact twoweaponing behavior under 'twoweaponing' section) 18 July 2023 &nbsp;m&nbsp;&nbsp;&nbsp;04:53&nbsp; EvilHack‎ (diff | hist) . . (0)‎ . . K2 (talk | contribs) (build date)
# Related changes Enter a page name to see changes on pages linked to or from that page. (To see members of a category, enter Category:Name of category). Changes to pages on your Watchlist are in bold. Recent changes options Show last 50 | 100 | 250 | 500 changes in last 1 | 3 | 7 | 14 | 30 daysHide registered users | Hide anonymous users | Hide my edits | Show bots | Hide minor editsShow new changes starting from 17:56, 24 July 2023 Namespace: all (Main) Talk User User talk NetHackWiki NetHackWiki talk File File talk MediaWiki MediaWiki talk Template Template talk Help Help talk Category Category talk Source Source talk Forum Forum talk Video Video talk User blog User blog talk Blog Blog talk Module Module talk &nbsp;Invert selection &nbsp;Associated namespaceTag filter:Page name: Show changes to pages linked to the given page instead List of abbreviations: N This edit created a new page (also see list of new pages) m This is a minor edit b This edit was performed by a bot (±123) The page size changed by this number of bytes 24 July 2023 &nbsp;m&nbsp;&nbsp;&nbsp;16:09&nbsp; EvilHack‎‎ (3 changes | history) . . (+1,958)‎ . . [K2‎ (3×)] &nbsp;m&nbsp;&nbsp;&nbsp; 16:09 (cur | prev) . . (+1,831)‎ . . K2 (talk | contribs) (→‎Shields: details) &nbsp;m&nbsp;&nbsp;&nbsp; 15:42 (cur | prev) . . (+113)‎ . . K2 (talk | contribs) (→‎Game mechanics: placeholder for new skills) &nbsp;m&nbsp;&nbsp;&nbsp; 15:15 (cur | prev) . . (+14)‎ . . K2 (talk | contribs) (→‎Air: more wording) &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)‎ . . 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[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) 21 July 2023 &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;20:16&nbsp; Uvuudaum‎‎ (4 changes | history) . . (+29)‎ . . [Umbire the Phantom‎ (4×)] &nbsp;m&nbsp;&nbsp;&nbsp; 20:16 (cur | prev) . . (-27)‎ . . 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# Forum:Blow off the Amulet? &lt; Forum:Watercooler So, I am at a somewhat familiar place... My wizard has the Bell, I am more than powerful enough to get the candle-holder... But I know that once I wake the Wizard, my life will get difficult. Shouldn't I just make a life for myself down hetre? I cleared out Ft. Ludios, that's a nice place. Has anyone tried to make a living in the Mazes of Menace without getting the Amulet? Seems like it's a reasonable place to open up a shop. Delbow (talk) 00:09, 7 May 2018 (UTC) Multi-player NetHack?!! Sign me up; I'll be a shopkeeper! --User (talk) 04:16, 8 May 2018 (UTC)
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# User talk:69.71.180.175 Welcome! Welcome! Hi! Welcome, and thanks for contributing to NetHackWiki! Please sign in, if you haven't already, and create a user name! It's free, and it'll help you keep track of all your edits. The How to help and Style guide pages are excellent starting points. Recent changes is a great first stop, because you can see what other people are editing right this minute, and where you can help. Questions? Need help? You can ask at the Community Portal or on the discussion page associated with each article! Just remember to sign those posts with four tildes: ~~~~. That will expand to create a signature. I'm really happy to have you here, and look forward to working with you! —ZeroOne (talk&nbsp;/&nbsp;@) 09:54, 10 March 2009 (UTC) This is the discussion page for an anonymous user who has not created an account yet or who does not use it. We therefore have to use the numerical IP address to identify him/her. Such an IP address can be shared by several users. If you are an anonymous user and feel that irrelevant comments have been directed at you, please create an account or log in to avoid future confusion with other anonymous users. [WHOIS • RDNS • RBLs • Traceroute • TOR check] · [RIRs: America · Europe · Africa · Asia-Pacific · Latin America/Caribbean]
# File:Medusa.png File File history File usageNo higher resolution available. Medusa.png ‎(16 × 16 pixels, file size: 252 bytes, MIME type: image/png) A 16x16 vanilla NetHack tile of the monster 'Medusa'. 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 (252 bytes)BotFenix (talk | contribs)A 16x16 vanilla NetHack tile of the monster 'Medusa'. Category:16x16 tiles You cannot overwrite this file. File usage The following 16 pages uses this file: List of vanilla NetHack tiles Medusa 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
# Talk:Weapon Contents 1 Breaking 2 Weapon choice 3 Two handed weapon bonus 4 Curved hook? 5 todos 6 Small vs. Large monster chart Breaking Is there a possibility of weapons breaking? I know that if you force the lock of a chest or box with edged weapons, they can break. But recently, when I killed a dwarf I got the message 'The dwarf's broad short sword shatters from the force of your blow!' How is this possible? (If it makes a difference, that was the killing blow.) --206.75.108.8 01:49, 9 October 2007 (UTC) 620. /* 621. * 2.5% chance of shattering defender's weapon when 622. * using a two-handed weapon; less if uwep is rusted. 623. * [dieroll == 2 is most successful non-beheading or 624. * -bisecting hit, in case of special artifact damage; 625. * the percentage chance is (1/20)*(50/100).] 626. */uhitm.c#line620 Addps4cat 04:04, 9 October 2007 (UTC) Weapon choice There should be a section on which weapon to choose. Tjr 01:03, 15 May 2009 (UTC) I was considering trying to make a spreadsheet with a listing of all the monsters, their size, etc, alongside all the weapon damages (including artifacts) and weighting them (in the sense of a weighted average) against their challenge rating... would create a figure that allows sorting which weapons are the best. Be a heckuva project, though it'd be pretty nice to have here eventually. Eh, give me a few weeks, few months maybe. Feagradze 13:57, June 29, 2010 (UTC) Whew, I'm a long way from done, but I did include a strategy section just now with a spiffy chart. It's pretty primitive, and I'll have to revise it about four times, but at least it's something. Feagradze 06:32, July 11, 2010 (UTC) That's some good work. --FJH 03:09, 26 December 2010 (UTC) Two handed weapon bonus Does attacking with two handed weapons give a damage bonus, other than as above? In DnD you would get +50% to your Strength bonus.--PeterGFin 04:17, January 10, 2010 (UTC) Curved hook? I recently found a curved hook. Didn't know what to do with it. Don't see it mentioned on wikihack. Was playing on alt.org/nethack/soiled. Is this someones code alteration or has wikihack neglected mention, or what? --Slarty 18:48, July 1, 2010 (UTC) todos monster use of weapons (currently on the pet page) and ranged weapons weapon choice for the player how to find out enchantment (formal ID, price) weapons to avoid because their skill is a dead end link to multishot, artifact weapon, twoweapon etc. --Tjr 10:12, 12 January 2011 (UTC) Small vs. Large monster chart Currently this chart just shows the raw count (including uniques, such as quest nemeses, which really shouldn't be there); would anyone with more scripting skills than I be able to make a chart weighted by monster frequency? That would give a reasonably accurate impression of the relative frequency of the various sizes - it still wouldn't account for things such as barracks or graveyards, but it'd be more informative than the current chart I'd think. -Ion frigate 06:30, 18 December 2011 (UTC)
# Experience level Your experience level in NetHack is a measure of the overall power of your hero and progress of your adventure. You start at level 1, and can level up to 30 at the highest. As you gain experience, you become better at both fighting and magic, but more difficult monsters are generated. Experience points (XP) are the units that you accumulate to increase your level. Depending on the showexp option, you may see a display of your XP or only see your current experience level. Contents 1 Effects 1.1 Benefits 1.2 Drawbacks 1.3 Thresholds 2 Gaining levels 3 Losing levels 3.1 Deliberate level drain 4 Experience points required per level 4.1 Total 4.2 Per level 5 Messages 6 Monsters 7 Strategy 8 Variants 8.1 SLASH'EM 8.2 UnNetHack 8.3 FIQHack 8.4 EvilHack 9 References 10 External links Effects Gaining an experience level has a number of effects on gameplay: Benefits Your maximum hit points and their recovery increase. Your maximum energy and its recovery increase. You gain an additional skill slot. Your chance of hitting in combat increases. Your chance of successfully learning spells from uncursed spellbooks increases. At levels divisible by three, your spellcasting success rate increases. The chance of your spells overcoming monster magic resistance increases. The spell of magic missile deals more damage. The spell of protection grants more AC at level powers of 2. You are more likely to convert an altar. A spellbook granted as a favor is more likely to be a useful one. You are more likely to successfully play certain musical instruments, and the range of some of their effects increases. You are more likely to find a container trap when searching for it. A Rogue deals more backstab damage. At specific levels, the range of the turn undead command increases, and the duration of the helplessness it causes decreases. High-level polyself forms last longer. Nurses are more likely to raise your maximum hit points. The average enchantment of generated items determined by rne very slightly increases. Drawbacks More difficult monsters are able to be generated, and they can be generated at higher monster levels. Monster groups are larger. Protection and other favors from an aligned priest become more expensive. The summon nasties monster spell can summon more monsters. A squeaky board can awaken monsters from further away. Thresholds Certain roles gain intrinsics at specific levels. You must at be least level 3 to receive a sacrifice gift. An elf gains sleep resistance at level 4. Lawful characters must be at least level 5 to dip for Excalibur. Wizards must be level 8 to invoke teleportitis at will, while other characters must be level 12. Monsters become more proactive about fleeing or healing themselves at levels 10 and 14.[1] You must be level 14 to get permission to begin the Quest from your Quest leader. A Tourist at level 15 is no longer automatically considered a sucker by shopkeepers. The turn undead command may pacify or destroy certain classes of undead at specific level thresholds. At level 16, it may also turn demons. Gaining levels There are several ways to gain an experience level, ranging from obvious to somewhat obscure: Experience points (mostly from killing monsters) Quaffing a blessed or uncursed potion of gain level Eating a wraith corpse Chance from incubus or succubus encounter Chance when polymorphing into your own race Chance of regaining a lost level when praying successfully at a coaligned altar Regaining a lost level when quaffing a potion of full healing. Up to half of your lost levels can be regained this way. Regaining a lost level when quaffing a potion of restore ability. All of your lost levels can be regained this way; all at once if the potion is blessed. You may never gain more than one experience level at a time; killing a water demon at XP1:0 will only put you on 2:39, not 4:148 as might be expected. (You can, however, gain multiple experience levels in a single turn, as for example when a beginner character manages to destroy many creatures at once with an exploding gas spore.) If you are already at level 30, experience points will not raise your level. Except for polymorph, effects which instantly increase your level can still increase maximum HP and energy at level 30. Losing levels The following effects can decrease your experience level: Level drain attacks Monster attacks—vampire bite, wraith touch, or Demogorgon sting Getting hit by the Staff of Aesculapius or Stormbringer Casting the drain life spell on yourself. Chance from foocubus encounter Chance when receiving a god's anger from incorrect prayer or sacrifice Chance when polymorphing into your own race Drain resistance protects against all these except polymorph. In addition, magic cancellation protects against level drain from monster attacks. Having a level drained puts you a single experience point below the threshold of the level you just lost.[2] If you gain any experience at all, you will regain a lost level, but only one level can be restored in this way. A blessed potion of restore ability will immediately restore all lost levels to your former maximum, while uncursed potions of restore ability and blessed potions of full healing will restore one level at a time. However, full healing will only restore half of the levels that were lost (rounded up). When losing a level, your HP and maximum HP are both decreased by the amount they had increased when you last gained the lost level, to a minimum of one. Energy and maximum energy work similarly, down to a minimum of zero.[3] Being drained below experience level one is deadly, although an amulet of life saving can rescue you, leaving you at level one with no experience.[4] Deliberate level drain You may sometimes want to deliberately drain levels for several reasons: Donation rewards from aligned priests are cheaper at lower levels. By draining to level 1, you may be able to cheaply buy many points of protection and enough turns of intrinsic clairvoyance to last the rest of the game. If you have increased your constitution or wisdom since you gained your present levels, you may drain and regain your levels to increase your maximum HP and Pw. If you have spent skill points enhancing a skill that you no longer find useful, you may drain levels to lose skill points until the skill is un-enhanced, then regain levels and reallocate the skill points to a more useful skill. Lower-difficulty monsters will be generated when your level is lower. Be careful that you do not accidentally drain below level 1 or get killed by unexpected combat while you have low HP, no skill points, and a lower to-hit. You may want to wear an amulet of life saving as insurance. You will probably want to regain all your lost levels with a blessed potion of restore ability after the purpose of the deliberate level drain is fulfilled. In versions prior to NetHack 3.6.0, a bug called "drain for gain" existed. This bug allowed players to gain an arbitrary amount of maximum HP and Pw by repeatedly lowering their stats, draining levels, regaining stats, and regaining levels, since HP and Pw loss during level drain was based on current stats. Since NetHack 3.6.0, the HP and Pw gain are remembered when gaining a level, and the remembered amount is subtracted when draining, so this exploit no longer works: you can now only gain a finite amount of HP and Pw through drain and regain. Experience points required per level Several variants alter the experience requirements to reach each level; these are included in the tables below. (xNetHack and SpliceHack-Rewrite use the FIQHack column.) Total Level NetHack SLASH'EM dNetHack FIQHack SLEX EvilHack 1 0 0 0 0 0 0 2 20 40 20 20 20 20 3 40 80 50 40 40 40 4 80 160 100 80 80 80 5 160 320 200 160 160 160 6 320 640 400 320 320 320 7 640 1,280 800 640 640 640 8 1,280 2,560 1,600 1,280 1,280 1,280 9 2,560 5,120 3,200 2,560 2,560 2,560 10 5,120 10,000 6,400 5,120 5,120 5,120 11 10,000 20,000 10,400 10,000 10,000 10,000 12 20,000 40,000 15,600 15,000 20,000 20,000 13 40,000 80,000 22,800 21,000 40,000 40,000 14 80,000 150,000 32,500 28,000 80,000 80,000 15 160,000 250,000 45,200 36,000 130,000 160,000 16 320,000 300,000 61,900 45,000 200,000 320,000 17 640,000 350,000 83,100 55,000 280,000 640,000 18 1,280,000 400,000 109,300 66,000 380,000 960,000 19 2,560,000 450,000 141,000 81,000 500,000 1,280,000 20 5,120,000 500,000 178,700 100,000 650,000 1,600,000 21 10,000,000 550,000 223,000 142,000 850,000 1,920,000 22 20,000,000 600,000 274,500 188,000 1,100,000 2,240,000 23 30,000,000 650,000 333,800 238,000 1,400,000 2,560,000 24 40,000,000 700,000 401,500 292,000 1,800,000 2,880,000 25 50,000,000 750,000 478,200 350,000 2,300,000 3,200,000 26 60,000,000 800,000 563,900 412,000 3,000,000 3,520,000 27 70,000,000 850,000 659,600 478,000 3,800,000 3,840,000 28 80,000,000 900,000 766,300 548,000 4,800,000 4,160,000 29 90,000,000 950,000 885,000 622,000 6,000,000 4,480,000 30 100,000,000 1,000,000 1,000,000 700,000 8,000,000 4,800,000 Per level Level NetHack SLASH'EM dNetHack FIQHack SLEX EvilHack 1 0 0 0 0 0 0 2 20 40 20 20 20 20 3 20 40 30 20 20 20 4 40 80 50 40 40 40 5 80 160 100 80 80 80 6 160 320 200 160 160 160 7 320 640 400 320 320 320 8 640 1,280 800 640 640 640 9 1,280 2,560 1,600 1,280 1,280 1,280 10 2,560 4,880 3,200 2,560 2,560 2,560 11 4,880 10,000 3,600 4,880 4,880 4,880 12 10,000 20,000 4,000 5,000 10,000 10,000 13 20,000 40,000 5,000 6,000 20,000 20,000 14 40,000 70,000 6,000 7,000 40,000 40,000 15 80,000 100,000 7,000 8,000 50,000 80,000 16 160,000 50,000 9,000 9,000 70,000 160,000 17 320,000 50,000 11,000 10,000 80,000 320,000 18 640,000 50,000 13,000 11,000 100,000 320,000 19 1,280,000 50,000 15,000 15,000 120,000 320,000 20 2,560,000 50,000 17,000 19,000 150,000 320,000 21 4,880,000 50,000 20,000 42,000 200,000 320,000 22 10,000,000 50,000 23,000 46,000 250,000 320,000 23 10,000,000 50,000 26,000 50,000 300,000 320,000 24 10,000,000 50,000 29,000 54,000 400,000 320,000 25 10,000,000 50,000 32,000 58,000 500,000 320,000 26 10,000,000 50,000 36,000 62,000 700,000 320,000 27 10,000,000 50,000 40,000 66,000 800,000 320,000 28 10,000,000 50,000 44,000 70,000 1,000,000 320,000 29 10,000,000 50,000 48,000 74,000 1,200,000 320,000 30 10,000,000 50,000 55,000 78,000 2,000,000 320,000 The following graphs show the amount of XP required for each level in vanilla, SLASH'EM, dNetHack, EvilHack, and FIQHack (xNetHack and SpliceHack-Rewrite use the same graph). Messages Welcome to experience level <x>. You gained a level. Aloha level <x>. You lost a level as a Tourist. Sayonara level <x>. You lost a level as a Samurai. Farvel level <x>. You lost a level as a Valkyrie. Fare thee well level <x>. You lost a level as a Knight. Goodbye level <x>. You lost a level as any other role. Monsters Main article: Monster level Monsters also have experience levels, but they are largely a function of their maximum hit points. When a monster (usually a pet) kills another monster, it gains a few maximum hit points. Unlike the player, monsters do not gain current hit points when their max HP increases. Some monsters can grow up into more mature monsters by gaining experience levels. Strategy Every character must reach level 14 at some point to complete their Quest and retrieve the Bell of Opening, required for the Invocation ritual. In general, levels beyond 14 only provide a real power boost for characters who are heavily into spellcasting. Other characters get more HP and to-hit chance, but alchemy, nurse dancing, Luck, and enchanting your weapon can substitute for these boosts. The minor gains from higher levels should be weighed against the more powerful monsters that a high-level character will face. Most characters can level up to 10 or 11 fairly easily just by killing monsters. However, since the required experience points double with each level, while the points granted by more difficult monsters rise more slowly, you will most likely have to resort to alternative leveling methods to reach level 14. For example, a level 13 character would need to descend to at least dungeon level 23 to fight a Jabberwock, a rare and very dangerous monster. They would then need to kill 82 Jabberwocks just to reach level 14; most other monsters they would encounter grant far less experience. The following information pertains to an upcoming version (NetHack 3.7.0). If this version is now released, please verify that it is still accurate, then update the page to incorporate this information. You can bypass the Quest level requirement by killing your Quest Leader, but this comes with severe penalties. It's only recommended for speed runners or characters who have locked themselves out of the Quest, not for those who simply don't want to level up. Variants SLASH'EM Getting zapped with the drain life spell or a wand of draining drains an experience level. Using draw blood to make a potion of vampire blood also drains a level, but you are put at the minimum experience for the new level; killing a monster won't get the level back. In SLASH'EM, a character usually gains enough experience to reach XL 30 naturally without farming. This advantage is slightly balanced by the higher experience requirement at low levels; most early characters will be about one level lower than their vanilla counterparts. UnNetHack In UnNetHack, Monks receive the message "Punardarsanaya level <x>" when losing a level. FIQHack In FIQHack, the EXP formula was replaced and it is generally much easier to gain new levels after level 10. Level-draining melee attacks are no longer blocked by MC, each successful attack will drain a full level. While you are level drained, experience gain is boosted significantly. Quaffing a blessed potion of full healing will restore all lost levels, not just half. EvilHack In EvilHack, it's still an exponential growth curve like vanilla, but the curve ends sooner (level 17 instead of 22), and the experience needed to progress is much less (320,000 per level instead of 10,000,000 per level). The logic being, the player can reasonably/realistically reach the maximum experience level from killing monsters only, without it being too easy to do so. References ↑ src/muse.c in NetHack 3.6.6, line 399 ↑ src/exper.c in NetHack 3.6.1, line 235 ↑ src/exper.c in NetHack 3.6.1, line 214 ↑ src/exper.c in NetHack 3.6.1, line 205 External links HP and power starting values, level increases, and regeneration in NetHack 3.4.3 This page is based on a spoiler by Dylan O'Donnell. The original license is: Redistribution, copying, and editing of these spoilers, with or without modification, are permitted provided that the following conditions are met: The original contributors to any spoiler must continue to be credited. Any modifications to the spoiler must be acknowledged and credited. </x></x></x></x></x></x></x>
# Talk:Elven shield It's a shield. It was made by an elf. Is there anything else to be said? If not, might as well remove the stub tag. 69.11.189.85 04:34, 10 February 2007 (UTC)
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# ) Printable ASCII characters ~ ! @ # $ % ^ &amp; * ( ) _ + space ` 1 2 3 4 5 6 7 8 9 0 - = { } | Qq Ww Ee Rr Tt Yy Uu Ii Oo Pp : " [ ] \ Aa Ss Dd Ff Gg Hh Jj Kk Ll ? ; ' Ctrl Zz Xx Cc Vv Bb Nn Mm , . / &lt; &gt; Alt The ) symbol (right parenthesis) is used to represent weapons. The color of the glyph varies, related mainly to the material of the weapon. Press ) to display a list of weapons: wielded, secondary weapons (if #twoweaponing), alternate weapons (used with the x, exchange command) and what is in your quiver. Press ) to select weapons in a menu. Supported by tty and curses interfaces, see menu controls.
# User talk:Karadoc Welcome, Karadoc! Welcome! Hi! Welcome, and thanks for joining NetHackWiki! The How to help and Style guide pages are excellent starting points. Special:Recentchanges is a great first stop, because you can see what other people are editing right this minute, and where you can help. Questions? Need help? You can ask at the Community Portal, the forum, or on the discussion page associated with each article! Just remember to sign those posts with four tildes: ~~~~. That will expand to create a signature. You can put {{NAOplayer|NAO player account}} on your user page to link to your NAO player account. Capitalization matters. We are really happy to have you here, and look forward to working with you! This is an automated greeting. -- The Welcome Bot 13:18, 20 Jul 2023 (UTC)
# Aligned priest This article is about the monster. For the role, see Priest. @ aligned priest Difficulty 15 Attacks Weapon 4d10, kick 1d4, spell-casting (clerical) @ aligned priest Difficulty 15 Attacks Weapon 4d10, kick 1d4, spell-casting (clerical) Base level 12 Base experience 294 Speed 12 Base AC 10 Base MR 50 Alignment 0 (neutral) Frequency (by normal means) 0 (Not randomly generated) Genocidable No Weight 1450 Nutritional value 400 Size Human Resistances Shock Resistances conveyed None An aligned priest: has a head, a couple of arms, and a torso. is omnivorous. is not a valid polymorphable form. is a human. is a lord to its kind. is normally generated peaceful. can pick up weapons and food. can be seen through infravision. Reference monst.c#line2213 Religion in NetHack priests alignment alignment record altars atheism anger gods sacrifice prayer turn undead Aligned priests and aligned priestesses, @, tend the temples of NetHack. They always appear as "priest[ess] of (deity)". 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. Aligned priests are now referred to as "aligned clerics". Contents 1 Generation 1.1 Occurrence of temples with priests 1.2 Inventory 2 Chatting to a priest 3 Strategy 3.1 Killing a temple priest safely 3.2 Trapping an aligned priest with boulders 3.2.1 Step 1 3.2.2 Step 2 3.2.3 Step 3 3.2.4 Step 4 3.2.5 Step 5 4 Variants 4.1 SLASH'EM 4.2 SpliceHack 5 Encyclopaedia entry 6 References Generation Priests tending to temples are always generated peaceful. Several hostile priests may appear in the locate level of the Priest's quest, and several assorted hostile priests are also generated on the Astral Plane; co-aligned hostile priests generated this way are described as "renegade". Aligned priests cannot be fully revived in any way: using one of the revival methods on an aligned priest corpse or stone-to-fleshing a statue merely produces a human zombie.[1] Interestingly, aligned priests can grow up into high priests.[2] Occurrence of temples with priests Main article: Temple Every Minetown variant (with the exception of Orc Town) has a temple of a random alignment, and the Valley of the Dead has a temple of Moloch; both levels are eligible for bones, so it is possible for either priest to be dead or else wandering about the level if their temple has been desecrated. Beware in these instances, since #chatting to a wandering priest will make them hostile, as discussed below. There are also guaranteed temples with accompanying priests on locate level of the Knight quest (neutral), the locate level of the Priest quest (unaligned), and the home level of the Caveman quest (co-aligned). The high priest of Moloch is always found guarding the Amulet of Yendor in Moloch's Sanctum, and is also generated peaceful, though they will become hostile once you enter their room. Inventory Aligned priests are generated with a mace, small shield, 20–29 zorkmids, and one of the following cloaks: a robe (6/7 chance), cloak of protection (2/21 chance), or cloak of magic resistance (1/21 chance). Those generated within a temple additionally receive 2–4 spellbooks.[3] Chatting to a priest If you #chat to a temple's priest, a variety of effects can result. If you have no gold in open inventory and are co-aligned, the priest will "give you two bits for an ale" (two zorkmids) if they have any gold (or one bit if they only have that); they will "preach the virtues of poverty" if they have no gold. If you are cross-aligned, they will ignore you. If you are carrying gold in open inventory, the priest will prompt you for a contribution to the temple; depending on the amount of gold you offer, one of several events will happen:[4] Offer Effect 0 or less If the priest is co-aligned, you lose one alignment point. "Thou shalt regret thine action!" Positive but less than 200 times current experience level If this is less than one third of your visible gold (before donation), nothing happens. "Cheapskate." Otherwise, exercises wisdom. "I thank thee for thy contribution." At least 200 but less than 400 times current experience level "Thou art indeed a pious individual." If this is more than one third of your visible gold, you are granted 500–999 (more) turns of clairvoyance. If additionally the priest is coaligned and you have sinned or worse, you gain one point of alignment. "I bestow upon thee a blessing." At least 400 but less than 600 times current experience level If you have never bought intrinsic protection, earn 2–4 points of protection. Otherwise if you have less than 9 protection, or less than 20 with a 1-in-current-protection chance, earn an additional point of protection; if not, fall through to next case. Note that these limits make no distinction between protection bought and protection granted as a favor. (This is the preferred way to obtain protection.) For clarity: you can buy protection at any temple with a peaceful priest, be it to your god, a rival god, or to Moloch, but not at a desecrated temple. (See Protection racket) "Thy devotion has been rewarded." At least 600 times current experience level "Thy selfless generosity is deeply appreciated." If this is more than one third of your visible gold and the temple is co-aligned: If you have not performed this action in the last 5000 turns, and your alignment is less than 0, it is reset to 0. Otherwise, you gain 2 alignment points. However, in the following cases the effects described above will not happen: If a priest is hostile, it is useless to chat to them. If a priest is not in their temple or the temple has been desecrated, #chatting to the priest makes them hostile. This usually applies only to priests in bones files and the peaceful co-aligned priests on the Astral Plane, as the priest will already be hostile if you have desecrated the temple yourself; the message you get when entering the temple indicates the state of affairs. Even if you reconvert the temple's altar to the priest's religion and pacify them, they still get angry on chatting. If the priest is sleeping or cannot move, #chatting to the priest wakes them up from sleep or paralysis and again makes them hostile. Chatting to a scared priest (e.g. you are standing on scroll of scare monster) also make them hostile. Note that a scroll of scare monster cannot save you from their attack. Strategy Despite being relatively lacking in armor, priests are deceptively powerful, with a weapon attack that can deal upwards of 40 base damage and an arsenal of highly dangerous clerical spells - this includes the ability to confuse, blind or even paralyze an unfortunate player, as well as swarming them with insects. Accidentally angering a peaceful priest may potentially be a game-ending mistake. Furthermore, since aligned priests cannot be "properly" revived, be sure to keep any strong pets away and not activate conflict anywhere near the priest if you want to obtain their services. As the earliest a hostile priest can possibly generate is the locate level of the Priest quest, the player should ideally have at least one means to address some of the status spells (e.g. a unicorn horn) by then, as well as poison resistance to avoid dying at the hands of Team Ant and the other a they create. A ring of free action is one of the best options to have, as even an otherwise-capable player character can be decimated if the priest paralyzes them at a bad time. One of the quickest ways to deal with a hostile priest is to petrify them with a wielded cockatrice corpse. A decently powerful pet can also aid in killing the priest, but can just as easily be killed by a powerful swing from their mace unless the pet has solid AC. Killing a temple priest safely For those looking to convert a temple's altar, in addition to the above information, there are a few major obstacles: Directly attacking a peaceful priest is a Bad Idea, as their god will strike you with lightning (which can be deflected if you have reflection). Attempting to convert the temple's altar will anger the priest. Killing a peaceful priest carries the standard Luck and alignment penalty for murder. (You do not lose any protection you have gained unless the priest was coaligned, in which case the altar should be coaligned as well and you would have no reason to kill the priest anyways.) A good way to convert a temple is to use a scroll of earth (which can be obtained from Sokoban); you will also need a form of reflection (which can also be found in Sokoban). Stand in the temple so that the priest is not adjacent to you, then read the scroll; optionally, push the boulders to confine the priest to one particular square. Then, drop a scroll of scare monster on your fighting spot to protect you from any summoned ants. Now you can blind yourself and zap or fire things at the priest without the risk of being paralyzed or getting hit with the mace; be sure to have telepathy so you can aim properly, and remember to have reflection for the god's lightning strikes! If you lack reflection and/or shock resistance, but have a ray attack, you might want to bounce them off the temple's walls towards the priest from outside instead - keeping the walls between you and the altar will help avoid the lightning.[5] Once the priest is killed, you can start sacrificing. If you are playing a chaotic human, you should try to #offer the priest's corpse, since it will have a 100% chance of converting the altar. If you wish to kill a temple's priest yourself and avoid the penalty for murder, polymorphing the priest into a non-human is an option, although it is quite risky - their god will still strike you with lightning, and their decent monster magic resistance may foul the attempt and simply leave you with an angry priest. Still another way is to poison the priest with a scroll of stinking cloud - the rub is that you need to be able to see the center spot you are targeting the cloud on, but you will also want shelter from the god's lightning, which may originate from positions other than the altar.[6] Trapping an aligned priest with boulders The following information pertains to an upcoming version (NetHack 3.7.0). If this version is now released, please verify that it is still accurate, then update the page to incorporate this information. This no longer works, because priests can break boulders. (commit 200cc21f) In some temples, depending on the temple size and the location of the altar, you can trap a temple priest using a scroll of earth, so you can convert the altar safely without committing murder or dealing with lightning strikes[7]. The priest needs to see you, so wear a mummy wrapping if you are invisible. Beware that a dwarf or other digging monster may free the priest, though the priest will usually stay inside the temple area including the diggable walls. Once you have converted the altar, you can read a confused scroll of taming for a chance of pacifying the priest (still behind the boulders) after converting the altar, or you can cast sleep at them to make it safe to approach and charm them. Remember that you cannot buy protection from that priest afterward, as chatting with them will merely anger them. To understand why these step-by-step instructions work, keep in mind a priest that is still tending an altar moves according to two rules: When the priest wants to move, he will pick a random adjacent spot on a 3×3 grid centered on the altar. But, he will not move into your line of fire unless he is already in it. You take advantage of the second rule to try to steer the priest around. Step 1 To trap the priest, first step onto the altar. (In the images below, you are green and the priest is white.) -+----|....||....||..@.||.@..|------ Step 2 Pick a spot where you want to priest to go two spaces from the altar, marked with an x below. Wait on the altar by pressing '.' until the priest moves to a spot one diagonal step from the x. Then step off the altar onto a spot a knight's move away from both the x and from the priest. -+----|....||..@.||x._.||.@..|------ Step 3 Wait until the priest moves to the x. If he moves somewhere else, start over with step 1. With the priest on the x, move back onto the altar. If the priest doesn't move, then read an uncursed (or preferably blessed) scroll of earth. Otherwise, start over with step 1. -+----|....||.000||@0@0||.000|------ Step 4 Now you probably want to trap the priest in a corner. Move the boulder as shown in the left image, and then as shown in the right image. -+----|..0.||.0@0||@0_0||.000|------ -+----|..0.||[email protected]||@0_0||.000|------ Step 5 Then, wait until the priest moves away from you. Then move as shown in the left image, and then push the boulder as shown in the right image. The priest is now trapped. -+----|@.0.||0..0||.0_0||@000|------ -+----|..0.||@..0||00_0||@000|------ You may be able to use this method in larger temples if you first place walls of boulders two or three steps from the altar, with additional scrolls of earth. Variants SLASH'EM In SLASH'EM, it is not possible to buy protection from a priest of Moloch. The Lawful Quest contains a coaligned priest in a room with a coaligned altar, but it is not a temple; thus, chatting with the priest will make them hostile and is a Bad Idea. SpliceHack In SpliceHack, donating an amount greater than 900 times your experience level will teach you the blessing technique, if you do not already know it. Donating exactly 900 times your experience level will not work. Encyclopaedia entry [...] For the two priests were talking exactly like priests, piously, with learning and leisure, about the most aerial enigmas of theology. The little Essex priest spoke the more simply, with his round face turned to the strengthening stars; the other talked with his head bowed, as if he were not even worthy to look at them. But no more innocently clerical conversation could have been heard in any white Italian cloister or black Spanish cathedral. The first he heard was the tail of one of Father Brown's sentences, which ended: "... what they really meant in the Middle Ages by the heavens being incorruptible." The taller priest nodded his bowed head and said: "Ah, yes, these modern infidels appeal to their reason; but who can look at those millions of worlds and not feel that there may well be wonderful universes above us where reason is utterly unreasonable?" [ The Innocence of Father Brown, by G.K. Chesterton ] References ↑ src/read.c in NetHack 3.6.6, line 2418 ↑ src/mondata.c in NetHack 3.6.6, line 1008 ↑ src/makemon.c in NetHack 3.6.6, line 689 ↑ priest_talk in priest.c ↑ ghod_hitsu in priest.c ↑ ghod_hitsu in priest.c ↑ RGRN Priest trapping thread
# Chemistry set ( Name chemistry set Appearance box of obscure-looking glass devices Base price 500 zm Weight 20 Material glass Monster use Will not be used by monsters. The chemistry set is a tool in NetHack: The Next Generation and SlashTHEM, which provides a new way to get specific potions that is analogous to making scrolls with the vanilla magic marker: Each chemistry set has a number of charges, which in-game represent its stock of potion ingredients, and are consumed when the set is used to make a potion. Each potion type in the game has a specific ingredient cost (see below). Like writing scrolls, making a potion requires a "blank" item—an empty bottle. The beatitude of the resulting potion is the average of the beatitudes of the set and the bottle, the same way as with magic marker. You can make potions you have not discovered yet, with a small chance of success. Unlike writing scrolls, making potions requires knowledge of chemistry. Potions made by the player are "selfmade" and have a luck-dependent chance of being defective. Note that a chemistry set is made up of fragile glassware, which can shatter easily if thrown or kicked. Contents 1 Prerequisites 1.1 Spellbook of chemistry 1.2 Bottle 2 Potion cost 3 Failure 4 Selfmade potions 5 Charging 6 See also Prerequisites Spellbook of chemistry spellbook of +   chemistry   Appearance random Base price 100 zm Weight 50 Turns to read 10 Ink to write 5–9 Spell type divination Level 1 Power cost 5 Pw Direction non-directional Before you can use a chemistry set with certainty, you need to be familiar with chemistry. This can be learned by successfully reading a spellbook of chemistry. As long as you have the chemistry "spell" in your repertoire, you can use chemistry sets. Note that this is not a functional spell, and attempting to cast it will only produce a funny message ("You call upon your chemical knowledge. Nothing happens."). If you try to use a chemistry set without knowing the "chemistry" spell, you may get the message "Huh? You don't understand anything about such stuff!" and one charge on the chemistry set will be used up. Trying to use a chemistry set without knowing chemistry will always fail in NHTNG. Bottle ( Name bottle Appearance bottle Base price 5 zm Weight 1 Material glass Monster use Will not be used by monsters. Before you can make a new potion, you must have an empty bottle to contain it. The first thing that happens when you use a chemistry set is that you will be prompted to select a container from your inventory. Empty bottles can be found as randomly generated tools, but a much more common source of bottles is quaffing potions, which will sometimes leave behind the empty container. ("You are left with the empty bottle.") If the potion was taken from a stack, so a new inventory slot is needed for the bottle, but there is no room in your pack, the bottle will drop to the floor. Bottles acquired in this way are naturally uncursed, regardless of the BUC status of the original potion. Also, if you quaff a milky potion but no ghost appears, presumably due to extinction, you get to keep the empty bottle. Dipping an empty bottle in a fountain or moat fills it with water, making a potion of water. Potion cost Potion Charges extra healing 3 ESP 3 gain ability 3 gain energy 3 invisibility 3 recovery 3 see invisible 3 speed 3 cyanide 4 extreme power 4 gain level 4 full healing 5 gain health 5 invulnerability 10 heroism 20 All other potions cost 2 charges by default. Failure If the chemistry set doesn't have enough charges to make your desired potion, the bottle will explode ("You seem to have made a mistake!") dealing 10 damage, or 25 if the chemistry set was cursed. Getting killed by such an explosion will give the report that you were killed by an "alchemic blast". If you attempt to make a potion you have not yet discovered, you have a luck-weighted chance of succeeding; otherwise, the bottle will explode. Selfmade potions Potions made using chemistry sets are flagged "selfmade" (compare homemade tins) and can be defective. When you quaff one, there is a small chance that it will be "bad" (due to an error in the preparation) and possibly have harmful effects, poisoning you for up to 20 hit points OR making you nauseated. A death resulting from poisoning from a selfmade potion will be attributed to "bad chemical knowledge"; however, you will not lose any health if you have poison resistance. The probability that a selfmade potion will be "bad" and the probability that quaffing it will have a negative effect are each luck-weighted, so the higher your luck, the less likely you are to suffer harmful effects from quaffing your own potions. Charging Like most tools, a chemistry set can be recharged an indefinite number of times. An uncursed scroll of charging adds 1-5 charges. A blessed scroll adds 1-10 charges. A cursed scroll sets the number of charges to zero, unless the chemistry set is blessed. The maximum number of charges a chemistry set can have is 117. This may have something to do with the number of elements on the current periodic table (118). See also Alchemy
# Talk:Colors My xterm colours Hello! Below are the xterm colours I use with nethack. I spent a bit of time developing &amp; testing them and decided to share... please give me some feedback.&nbsp;:) Side note: to remember grey vs. gray - (e)nglish, (a)merican. rsarson copy &amp; paste the code to the end of your .Xresources file run 'xrdb .Xresources' (you may see override messages if your file already has any of these lines) reload xterm play nethack (with OPTIONS=use_darkgray in your rc file, if playing on NAO) #define NETHACK #ifdef NETHACK /* In nethack, CLR_BLACK &amp; NO_COLOR = color8, and CLR_GRAY = foreground; */ /* colorBD is used but color7 is not - they are made equal here to balance */ /* the greys, ie, 3 greys instead of 4 makes them more distinct. */ /*** cursor ***/ xterm*VT100.cursorBlink: true xterm*VT100.cursorColor: foreground /*** background &amp; foreground ***/ xterm*VT100.background: #000000 /* black */ xterm*VT100.foreground: #808080 /* CLR_GRAY */ /*** bold ***/ xterm*VT100.allowBoldFonts: false /* no "thick" bold characters */ xterm*VT100.colorBDMode: true xterm*VT100.colorBD: #BFBFBF /* lightgrey */ /*** palette ***/ xterm*VT100.color0: #000000 /* background */ xterm*VT100.color1: #BF0000 /* CLR_RED */ xterm*VT100.color2: #00BF00 /* CLR_GREEN */ xterm*VT100.color3: #804000 /* CLR_BROWN */ xterm*VT100.color4: #0060BF /* CLR_BLUE */ xterm*VT100.color5: #BF00BF /* CLR_MAGENTA */ xterm*VT100.color6: #00BFBF /* CLR_CYAN */ xterm*VT100.color7: #BFBFBF /* not used in nethack */ /***/ xterm*VT100.color8: #404040 /* CLR_BLACK &amp; NO_COLOR */ xterm*VT100.color9: #FF8000 /* CLR_ORANGE */ xterm*VT100.color10: #00FF00 /* CLR_BRIGHT_GREEN */ xterm*VT100.color11: #FFFF00 /* CLR_YELLOW */ xterm*VT100.color12: #0080FF /* CLR_BRIGHT_BLUE */ xterm*VT100.color13: #FF00FF /* CLR_BRIGHT_MAGENTA */ xterm*VT100.color14: #00FFFF /* CLR_BRIGHT_CYAN */ xterm*VT100.color15: #FFFFFF /* CLR_WHITE */ #endif /* NETHACK */ --Rsarson (talk) 23:46, 15 October 2013 (UTC)rsarson
# Elven leather helm [   elven leather helm   Appearance leather hat Slot helm AC 1 Special (none) Base price 8 zm Weight 3 Material leather An elven leather helm is a type of helm that appears in NetHack. It appears as a leather hat when unidentified, and is naturally made of leather. Contents 1 Generation 2 Description 3 Strategy 4 History 5 Variants 5.1 dNetHack 5.2 EvilHack 6 References Generation Any elven player character that would start the game with a helmet will start with an elven leather helm instead - currently, there are no applicable roles where this substitution would occur.[1] Elves of various types have a 1⁄2 chance to receive an elven leather helm in their starting inventory.[2] Player monsters have a 7⁄8 chance of receiving a random helm, and a 3⁄25 chance for that helm to be an elven leather helm - effectively a default 10.5% chance before any role-specific changes are made.[3] Healers, priests and Wizards have a 3⁄4 chance that their helm will be replaced, with the replacement being a helm of brilliance for wizards and either a helm of brilliance or helm of telepathy for healers and priests - this reduces the effective odds of them remaining with an elven leather helm to ~2.63%.[4][5][6] Description The elven leather helm grants 1 AC when worn. Being a non-metal helm, it doesn't interfere with spellcasting; however, it also provides no protection from falling rock traps or a scroll of earth. Like all elven armor, the elven leather helm can be enchanted from as high as +5, whereas most other armor may be destroyed if enchanted while above +3. Strategy The elven leather helm is the lightest available helm that does not impede spellcasting. Early in the game, a metal helm of some sort is usually preferable for non-spellcasters in order to avoid falling rock traps, and may be temporarily removed as needed in order to cast depending on the spell. Monks and Priests can get away with metal helms thanks to the spellcasting bonus from their robes, but Healers and Wizards might find the elven leather helm their best option for a long time. Elven leather helms make excellent polyfodder since they can be enchanted safely from +5; they are also likely to be part of a spellcaster's kit from the mid-game on, and may even make it into their ascension kits - the helm of brilliance and cornuthaum (for Wizards) are difficult to find, and all other useful helms interfere with spellcasting. There is a high risk that your leather helm may be burnt in Gehennom, though you will only lose 1 point of base AC, making it usually optional to fireproof. History The elven leather helm first appears in NetHack 3.0.0. Variants In variants with object materials systems, the elven leather helm may be referred to as simply an elven helm, and may appear as a hat when unidentified. dNetHack In dNetHack, the Ruined Temple of the Chaos Temple Quest contains an uncursed +0 leather elven helm in one of its chests. The half-elf ranger of the rebel leader's party that serves as quest nemeses for the default Noble quest will generate with an elven helm. EvilHack In EvilHack, shopkeepers have a 1⁄2 chance to generate with an elven helm. Elven helms have a base material of leather, and can also be made of cloth or rarely dragonhide; a cloth elven helm with the oilskin object property is an incredibly popular wish for an EvilHack ascension kit, as it provides stellar protection against brain-eating attacks from the revamped zombies as well as mind flayers, some shambling horrors and the especially threatening alhoons. References ↑ src/u_init.c in NetHack 3.6.7, line 199: Race-based substitutions for initial inventory ↑ src/makemon.c in NetHack 3.6.7, line 227 ↑ src/mplayer.c in NetHack 3.6.7, line 159: Default equipment; the helm is chosen from within the designated object classes inclusively in objects.c ↑ src/mplayer.c in NetHack 3.6.7, line 193: Helm replacement for healers ↑ src/mplayer.c in NetHack 3.6.7, line 198: Helm replacement for priests ↑ src/mplayer.c in NetHack 3.6.7, line 253: Helm replacement for wizards
# Biodiversity patch Biodiversity patch Author Nicholas Webb Download link Bilious PatchDB 91 The biodiversity patch is a very large patch that adds several new monsters and contains other changes by Nicholas Webb. The current version is 1.2a for NetHack 3.4.3. For more information, visit the biodiversity patch's home page. The biodiversity patch also incorporates three patches from other authors, including the Heck² patch, the photography patch and a coin-flipping patch. T. J. Brumfield is working on a port of this patch to SLASH'EM; see the slashem-devel archive for October 2007. Contents 1 Bestiary 1.1 New monsters 1.2 Changes to existing monsters 2 Other changes 2.1 Levels 2.2 Items 2.3 Gameplay 3 Legacy 4 See also Bestiary New monsters The biodiversity patch slightly expands several monster classes that have very few members, or only a single member, in vanilla. Name Symbol Origin Notes sphinx f Egyptian/Greek mythology Challenges the player with riddles waterspout gargoyle g Has a spit attack that can wet items brownie l Celtic folklore Can improve shoes, or tamper with the ones the player is wearing pooka l Celtic folklore Charms monsters (including your pets) satyr n Greek mythology Steals items and charms monsters (including your pets) labyrinth trapper t Hides in mazes gold bug x Edgar Allan Poe (loosely) Steals (and eats) gold pieces and other golden items will o' wisp y Widespread folklore Appears in swamps; its explosion attack causes confusion bannik z Slavic folklore Attacks with scalding water leshy z Slavic folklore Confusing gaze bandersnatch J Lewis Carroll Digesting attack jubjub bird J Lewis Carroll Intelligence draining gaze clockwork automaton Q Six melee attacks quark Q Particle physics Uses one of six random "flavor" attacks disintegrator R This thread Passive disintegration attack hunger hulk U Pun on umber hulk Makes its victims hungry umbral hulk U Pun on umber hulk Blinds victims with its gaze nosferatu V Uncertain origin Paralyzes its victims with fear blemmye X Medieval folklore Legendary humanoid with its face on its torso, and no head otyugh X Dungeons &amp; Dragons Enjoys rotten food poltergeist Folklore Throws projectiles tortoise alligator snapping turtle Changes to existing monsters The steam vortex's engulfing attack is now coded as scalding rather than fire damage. Gnomes (and bats) use echolocation instead of infravision. Quantum mechanics (and clockwork automata) may be named after historical figures. Rope golems drop leashes when destroyed. Straw golems drop sheaves of hay when destroyed. They may also drop a damaged fedora. (Clothing for a scarecrow?) Iron golems drop cogwheels and large shields when destroyed, in addition to iron chains. Clockwork automata drop cogwheels and sprockets. These belong to the _ item class (renamed 'useless item') and can be used as improvised weapons. Guides, the Tourist quest guardians, now offer services to players. New names: The color and name of the Knight quest nemesis have been changed. Ixoth is now the white-colored Hwitwyrm, an allusion to Welsh folklore. The dragon's attacks and attributes remain the same. The Chromatic Dragon is renamed Tiamat. All regular dragons except the gray dragon have new names. (These are not randomized, as in UnNetHack.) Silver dragon: Amphitere Red dragon: Firedrake White dragon: Lindworm Orange dragon: Lung dragon Black dragon: Sirrush Blue dragon: Leviathan Green dragon: Wyvern Yellow dragon: Guivre The large kobold and kobold lord are renamed kobold hewer and kobold chieftain. The hewer can tunnel if it has a pick. The water nymph and wood nymph are renamed naiad and dryad. New appearances: Tigers are now colored orange (f) instead of yellow (f), to distinguish them from the sphinx. Other changes Levels Many quest home levels are now considered to be "outdoors", with "sky" overhead instead of a "ceiling". On these levels dart traps will be created instead of falling rock traps. The Priest quest branch may have a different home level design, depending on which pantheon the player was assigned at the beginning of the game. Trees which produce specific types of fruit comestibles have been added. There are also oak trees which produce acorns, and elven dogwoods (used to make elven wooden weapons). Items A golden wand has been added to the list of randomized appearances for wands, as an item that the gold bug can eat. Using a wand of light to #engrave produces glowing writing. Amber may contain fossilized xans or spiders, which can be revived with stone to flesh. Gameplay Samurai know the corpses of sea monsters by their corresponding Japanese culinary names. Orcs can saddle and ride wargs, instead of horses. Legacy UnNetHack and some other variants incorporate part of this patch, most notably the disintegrator, a much more dangerous cousin of the rust monster and the disenchanter. Some of the new names for generic dragons are also used in UnNetHack, but their breath types and resistances are randomized at the beginning of the game. dNetHack includes clockwork automata, both as a monster and as a playable race. Versions of most of the monsters appear in SlashTHEM. See also Biodiversity patch home page
# Related changes Enter a page name to see changes on pages linked to or from that page. (To see members of a category, enter Category:Name of category). Changes to pages on your Watchlist are in bold. Recent changes options Show last 50 | 100 | 250 | 500 changes in last 1 | 3 | 7 | 14 | 30 daysHide registered users | Hide anonymous users | Hide my edits | Show bots | Hide minor editsShow new changes starting from 17:54, 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 24 July 2023 &nbsp;m&nbsp;&nbsp;&nbsp;16:09&nbsp; EvilHack‎‎ (3 changes | history) . . (+1,958)‎ . . [K2‎ (3×)] &nbsp;m&nbsp;&nbsp;&nbsp; 16:09 (cur | prev) . . (+1,831)‎ . . K2 (talk | contribs) (→‎Shields: details) &nbsp;m&nbsp;&nbsp;&nbsp; 15:42 (cur | prev) . . (+113)‎ . . K2 (talk | contribs) (→‎Game mechanics: placeholder for new skills) &nbsp;m&nbsp;&nbsp;&nbsp; 15:15 (cur | prev) . . (+14)‎ . . K2 (talk | contribs) (→‎Air: more wording) 23 July 2023 &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;08:36&nbsp; EvilHack‎ (diff | hist) . . (-82)‎ . . Umbire the Phantom (talk | contribs) (pass for word choice and rephrasing) 21 July 2023 &nbsp;m&nbsp;&nbsp;&nbsp;17:58&nbsp; Elbereth‎ (diff | hist) . . (-3)‎ . . Silverwing235 (talk | contribs) (→‎History: typo/grammar, punctuation) &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;14:30&nbsp; EvilHack‎‎ (3 changes | history) . . (+1,487)‎ . . [K2‎ (3×)] &nbsp;m&nbsp;&nbsp;&nbsp; 14:30 (cur | prev) . . (+17)‎ . . K2 (talk | contribs) (→‎Major changes: convicts and thievery) &nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 14:17 (cur | prev) . . (+1,444)‎ . . K2 (talk | contribs) (→‎Game mechanics: open air) &nbsp;m&nbsp;&nbsp;&nbsp; 13:42 (cur | prev) . . (+26)‎ . . K2 (talk | contribs) (→‎Game mechanics: move artifact twoweaponing behavior under 'twoweaponing' section) 18 July 2023 &nbsp;m&nbsp;&nbsp;&nbsp;04:53&nbsp; EvilHack‎ (diff | hist) . . (0)‎ . . K2 (talk | contribs) (build date) &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;00:11&nbsp; Big Room‎ (diff | hist) . . (+16)‎ . . Darth l33t (talk | contribs) (→‎Big Room #10: a better representation of what the level looks like)
# User:Eulalia459678 {{wikia:Eulalia459678wikis}}
# 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 17:50, 24 July 2023 Namespace: all (Main) Talk User User talk NetHackWiki NetHackWiki talk File File talk MediaWiki MediaWiki talk Template Template talk Help Help talk Category Category talk Source Source talk Forum Forum talk Video Video talk User blog User blog talk Blog Blog talk Module Module talk &nbsp;Invert selection &nbsp;Associated namespaceTag filter:Page name: Show changes to pages linked to the given page instead List of abbreviations: N This edit created a new page (also see list of new pages) m This is a minor edit b This edit was performed by a bot (±123) The page size changed by this number of bytes 24 July 2023 &nbsp;m&nbsp;&nbsp;&nbsp;16:09&nbsp; EvilHack‎‎ (3 changes | history) . . (+1,958)‎ . . [K2‎ (3×)] &nbsp;m&nbsp;&nbsp;&nbsp; 16:09 (cur | prev) . . (+1,831)‎ . . K2 (talk | contribs) (→‎Shields: details) &nbsp;m&nbsp;&nbsp;&nbsp; 15:42 (cur | prev) . . (+113)‎ . . K2 (talk | contribs) (→‎Game mechanics: placeholder for new skills) &nbsp;m&nbsp;&nbsp;&nbsp; 15:15 (cur | prev) . . (+14)‎ . . K2 (talk | contribs) (→‎Air: more wording) 23 July 2023 &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;08:36&nbsp; EvilHack‎ (diff | hist) . . (-82)‎ . . Umbire the Phantom (talk | contribs) (pass for word choice and rephrasing) 21 July 2023 &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;14:30&nbsp; EvilHack‎‎ (3 changes | history) . . (+1,487)‎ . . [K2‎ (3×)] &nbsp;m&nbsp;&nbsp;&nbsp; 14:30 (cur | prev) . . (+17)‎ . . K2 (talk | contribs) (→‎Major changes: convicts and thievery) &nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 14:17 (cur | prev) . . (+1,444)‎ . . K2 (talk | contribs) (→‎Game mechanics: open air) &nbsp;m&nbsp;&nbsp;&nbsp; 13:42 (cur | prev) . . (+26)‎ . . K2 (talk | contribs) (→‎Game mechanics: move artifact twoweaponing behavior under 'twoweaponing' section) 18 July 2023 &nbsp;m&nbsp;&nbsp;&nbsp;04:53&nbsp; EvilHack‎ (diff | hist) . . (0)‎ . . K2 (talk | contribs) (build date)
# Related changes Enter a page name to see changes on pages linked to or from that page. (To see members of a category, enter Category:Name of category). Changes to pages on your Watchlist are in bold. Recent changes options Show last 50 | 100 | 250 | 500 changes in last 1 | 3 | 7 | 14 | 30 daysHide registered users | Hide anonymous users | Hide my edits | Show bots | Hide minor editsShow new changes starting from 17:59, 24 July 2023 Namespace: all (Main) Talk User User talk NetHackWiki NetHackWiki talk File File talk MediaWiki MediaWiki talk Template Template talk Help Help talk Category Category talk Source Source talk Forum Forum talk Video Video talk User blog User blog talk Blog Blog talk Module Module talk &nbsp;Invert selection &nbsp;Associated namespaceTag filter:Page name: Show changes to pages linked to the given page instead List of abbreviations: N This edit created a new page (also see list of new pages) m This is a minor edit b This edit was performed by a bot (±123) The page size changed by this number of bytes 20 July 2023 &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;03:09&nbsp; Dragon scale mail‎ (diff | hist) . . (+93)‎ . . Noisytoot (talk | contribs) (Red dragon scale shields do not grant flying in dNetHack) 19 July 2023 &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;17:18&nbsp; Dragon scale mail‎‎ (3 changes | history) . . (+179)‎ . . [Noisytoot‎ (3×)] &nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 17:18 (cur | prev) . . (+35)‎ . . Noisytoot (talk | contribs) (dNetHack has deep DSM too) &nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 16:49 (cur | prev) . . (+26)‎ . . Noisytoot (talk | contribs) (Orange DSM also grants hallucination resistance in dNetHack) &nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 16:46 (cur | prev) . . (+118)‎ . . Noisytoot (talk | contribs) (Update dragon scale mails for dNetHack. Red DSM grants flying, shimmering DSM grants infinite range see invisible, and deep DSM grants drain resistance and unchanging.)
# Unique monster In NetHack, there are various unique monsters that are generally only generated once, which is governed by the G_UNIQ flag in the code. Contents 1 Description 2 List of unique monsters 3 Variants 3.1 SLASH'EM 3.2 SlashTHEM 4 References Description A unique monster that is generated and then killed usually will not be generated again, although it is usually possible to reanimate most unique monsters from their corpses or using stone to flesh on their statue, provided they leave a corpse (and are not corpseless) and are not immune to stoning in the first place (e.g. as with most quest nemeses). The Riders in particular are capable of resurrecting from their own corpses. Unique monsters cannot have figurines generated of them, and wishing for one will result in a random figurine being given instead.[1] If the corpse of a unique monster would be left in a bones file, it is replaced with the corpse of a doppleganger, and a statue of a unique monster found in bones will turn into a doppleganger in the guise of that monster if revived via stone to flesh.[2][3] Trying to wish for a statue of a unique monster and reanimating it will also produce a doppelganger disguised as that monster.[4] The primary exception to the rule of not being generated again after death is the Wizard of Yendor, who can resurrect himself one level stronger after each death. 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. Since commit dc9fe0d8, scroll of scare monster on the ground and Elbereth no longer scare unique monsters. Note that although the commit message only mentions the scroll of scare monster, Elbereth is also affected because it is handled in the same function. List of unique monsters The following is a list of unique monsters: Riders: &amp;&nbsp;Death &amp;&nbsp;Famine &amp;&nbsp;Pestilence All quest leaders and nemeses V&nbsp;Vlad the Impaler Demon lords and princes: &amp;&nbsp;Juiblex &amp;&nbsp;Yeenoghu &amp;&nbsp;Orcus &amp;&nbsp;Geryon &amp;&nbsp;Dispater &amp;&nbsp;Baalzebub &amp;&nbsp;Asmodeus &amp;&nbsp;Demogorgon @&nbsp;Croesus @&nbsp;High priest of Moloch and the other gods An aligned priest can become a high priest by growing up @&nbsp;Medusa @&nbsp;Oracle @&nbsp;Wizard of Yendor Defunct monsters d&nbsp;Cerberus o&nbsp;Goblin King @&nbsp;Charon @&nbsp;Earendil and Elwing The long worm tail, ~, is an unusual case: it is a dummy monster that exists purely to represent the worm's body on the visual interface, and is marked unique primarily in order to prevent figurines of it generating.[5] Variants More unique monsters are often added in variants of NetHack - as a general rule, this includes quest leaders and nemeses, who are not specified in the lists below unless they are deferred or otherwise unused monsters. SLASH'EM SLASH'EM adds many new unique monsters: All new quest leaders and nemeses G&nbsp;Ruggo the Gnome King H&nbsp;The Largest Giant L&nbsp;Vecna Q&nbsp;Doctor Frankenstein e&nbsp;Beholder k&nbsp;Kroo the Kobold King n&nbsp;Aphrodite o&nbsp;Grund the Orc King q&nbsp;Jumbo the Elephant q&nbsp;catoblepas r&nbsp;Rat King s&nbsp;Girtab s&nbsp;Shelob u&nbsp;Nightmare u&nbsp;Pegasus '&nbsp;Frankenstein's Monster @ One-eyed Sam Defunct and unused monsters: D Smaug H&nbsp;Father Dagon H&nbsp;Mother Hydra h / &amp;&nbsp;Cthulhu (replaces the high priest of Moloch in SLethe) d&nbsp;Cerberus h Bilbo Baggins h Farmer Maggot h Gollum h Thorin o&nbsp;Goblin King s Lolth @&nbsp;Charon @&nbsp;Earendil and Elwing @ High Lycanthrope @ Lareth @ Master Shifter @ Sir Lorimar @ Transmuter SlashTHEM In addition to SLASH'EM changes above, SlashTHEM adds the following unique monsters: k Krooella the Kobold Queen l leprechaun king n nymph queen x Deep Thought x Eddie A Douglas Adams D Dragon Lord V Prostetnik Vogon Jeltz X Marvin Y Zaphod Breeblebrox @ Arthur Dent @ Ford Prefect @ High Lycanthrope (no longer deferred) @ Mr. Prosser @ principal @ Sir Lorimar (no longer deferred) &amp; UNIX Kernel Deferred and defunct monsters: B Ho-Oh T Tara Gilesbie @ Dr. Wusiji @ Master Brain @ Master Sabrina @ Psi Master The artifact weapon Diplomat, a neutral-aligned ornate mace that gains +10 to-hit and +25 damage versus all monsters with the M2_PNAME flag - in practice this includes most unique monsters, but not all of them. References ↑ src/objnam.c in NetHack 3.6.6, line 3955 ↑ src/bones.c in NetHack 3.6.6, line 152 ↑ src/trap.c in NetHack 3.6.6, line 587 ↑ src/trap.c in NetHack 3.6.6, line 608 ↑ src/monst.c in NetHack 3.6.6, line 2709
# 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 17:29, 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 21 July 2023 &nbsp;m&nbsp;&nbsp;&nbsp;17:58&nbsp; Elbereth‎ (diff | hist) . . (-3)‎ . . Silverwing235 (talk | contribs) (→‎History: typo/grammar, punctuation)