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# Talk:Whisperfeet Rumor rumors Kicking around 30 times didn't get me any rumors, and there's nothing about Whisperfeet in SLASH'EM's artifact.c or dokick.c files. I might have missed something, but I don't think so; feel free to change it back if I'm wrong, however. -Ion frigate 09:44, 6 June 2011 (UTC) Also I removed a bit in the template which said they give MR and half spell damage when carried - I'm guessing that came from copying the Crown of Saint Edward template, which was probably my doing over a year ago. -Ion frigate 10:22, 6 June 2011 (UTC) Thanks, that was my mistake from yesterday. -Gordon schumway 20:59, 6 June 2011 (UTC)
# Displacement This article is about the property. For displacing pets by switching places, see Pet#Speed. Displacement is a property in NetHack that causes your image to appear a tile or two away from where you actually are, which can misdirect the attacks of hostile monsters. The cloak of displacement is the only source of the property, and no monsters have intrinsic displacement. The following information pertains to an upcoming version (3.7.0). If this version is now released, please verify that it is still accurate, then update the page to incorporate this information. Displacer beasts have the displacement property, which is implemented similar to some of the variants listed below; fighting them may cause you to displace them instead of attacking, and force-fighting via F may similarly cause you to attack thin air. The corpse or tin of a displacer beast confers temporary intrinsic displacement when eaten. Contents 1 Description 1.1 Bribery 2 Strategy 3 Variants 3.1 SLASH'EM 3.2 GruntHack 3.3 FIQHack 3.4 xNetHack 3.5 EvilHack Description Displacement will make a particular given monster think you are at a random square within a 5×5 area centered on the player; in other words, the monster will think you are 0–2 squares away from where you are. If you do not have a clear line of sight to the monster, it will only generate the image in a 3×3 square around you; this is presumably to prevent monsters being alerted to your presence from well around corners, or from the other side of a closed door. A monster that does not know your location has a 1⁄4 chance of figuring out where you actually are during each of its turns; a monster that knows your location is not affected by displacement, but you must be 'found' again each time you move, similar to invisibility. A monster fooled by your displaced image will often attack it instead of you - the monster may even move in the wrong direction entirely, with the odds of this varying widely depending on your surroundings and movement. Shopkeepers and aligned priests are not fooled by displacement if you are generating conflict, and they will not hesitate to attack you. Displacement is done per-monster, so your displaced image will generally be in two different locations for two different monsters. This makes it possible for one monster to see your image in the square of another monster - monster melee attacks that target such a square will miss, but breath weapons, ranged weapons and the like will still deal damage. Bribery If a lawful demon prince teleports to you to demand a bribe while you have displacement, they may warp next to your displaced image; this will cause them to become hostile without a chance of being pacified. Strategy Displacement is invaluable when running from a fight you are ill-equipped for, especially in the early game. Non-elven Rangers notably start with a +2 cloak of displacement - elven rangers are given an elven cloak instead to counterbalance their better weapons. In terms of combat, invisibility is a property of somewhat similar use that applies a −2 to-hit penalty to monsters that cannot see you, and tends to be far more common and accessible than displacement. Even if you are discovered, moving will cause them to lose track of your presence and attack the square you previously occupied; displacement does not affect monster awareness of your presence so much as their ability to pinpoint you. However, the odds of discovery are more likely for invisibility, with a 1⁄3 chance during each of their turns compared to 1⁄4 with displacement. Since both properties function on a per-monster-turn basis, fast monsters such as soldier ants are likely to find you quickly no matter which of them you use - invisibility will also override displacement if you have both properties, unless you are fighting monsters that can see invisible. On a somewhat lesser note, being invisible will cause shopkeepers to block the entrances to their shop - they can also see invisible and will not be fooled by displacement if angered. In the long term, monsters that can see invisible become more common as you progress; fewer monsters are unaffected by displacement, and even demon lords and princes can be fooled by it, though beware of this if you intend to bribe the lawful ones! Variants Some variants implement a form of monster displacement: among those, a few also grant it to two deferred monsters within the code - the shimmering dragon, whose scales are intended to confirm displacement, and its baby form. SLASH'EM In SLASH'EM, monster displacement exists: only displacer beasts have the property intrinsically. Shimmering dragons and their babies instead have a much lower AC than other dragons, simulating "displacement" by making them harder to hit. GruntHack GruntHack implements proper displacement for monsters. Monsters can appear in a different location from where they actually are, including inside walls, or on another monster's location. Monster displacement will only fool the player character's vision - telepathy or monster detection will reveal their actual location, making it possible for the displaced monster to show up on two different squares. Trying to walk onto a displaced monster's square will not attack it. Adult shimmering dragons have intrinsic displacement, and their scales confer displacement. FIQHack FIQHack implements monster displacement that is somewhat similar to GruntHack, with the following differences: If you can sense the monster with telepathy, monster detection or similar, the displaced image will never be shown. If you can't see the displaced image, but would be able to see the true location, you will see the monster's true location. The displaced image will never appear in a spot the monster couldn't normally be on, such as inside walls. You will (try to) attack displaced images if moving onto them. If there is another monster there, you will attack it. The same thing now happens if a monster tries to attack your (or another monster's) displaced image that is on another monster. Shimmering dragons, their baby forms and their scales are also present; unlike in GruntHack, baby shimmering dragons have intrinsic displacement as well as adults. xNetHack In xNetHack, eating a displacer beast corpse will confer intrinsic displacement for a short time. Displacer beasts have the displacement property, which is implemented similar to some other variants: fighting them may cause you to displace them instead of attacking, and force-fighting via F may similarly cause you to attack thin air. The corpse or tin of a displacer beast confers temporary intrinsic displacement when eaten. EvilHack In EvilHack, monsters can gain displacement via wearing the cloak or the shimmering dragon's scales/scale mail, and monster displacement functions somewhat similarly to xNetHack and GruntHack.
# Category:NetHack 3.1.0 source code This category contains articles containing the source code to NetHack 3.1.0. Pages in category "NetHack 3.1.0 source code" The following 167 pages are in this category, out of 167 total.   NetHack 3.1.0 source codeA Source:NetHack 3.1.0/align.h Source:NetHack 3.1.0/allmain.c Source:NetHack 3.1.0/alloc.c Source:NetHack 3.1.0/amiconf.h Source:NetHack 3.1.0/apply.c Source:NetHack 3.1.0/artifact.c Source:NetHack 3.1.0/artifact.h Source:NetHack 3.1.0/artilist.h Source:NetHack 3.1.0/attrib.c Source:NetHack 3.1.0/attrib.hB Source:NetHack 3.1.0/ball.c Source:NetHack 3.1.0/bones.c Source:NetHack 3.1.0/botl.cC Source:NetHack 3.1.0/cmd.c Source:NetHack 3.1.0/color.h Source:NetHack 3.1.0/config.h Source:NetHack 3.1.0/coord.hD Source:NetHack 3.1.0/dbridge.c Source:NetHack 3.1.0/decl.c Source:NetHack 3.1.0/decl.h Source:NetHack 3.1.0/def os2.h Source:NetHack 3.1.0/detect.c Source:NetHack 3.1.0/dgn file.h Source:NetHack 3.1.0/display.c Source:NetHack 3.1.0/display.h Source:NetHack 3.1.0/do.c Source:NetHack 3.1.0/dog.c Source:NetHack 3.1.0/dogmove.c Source:NetHack 3.1.0/dokick.c Source:NetHack 3.1.0/dothrow.c Source:NetHack 3.1.0/do name.c Source:NetHack 3.1.0/do wear.c Source:NetHack 3.1.0/drawing.c Source:NetHack 3.1.0/dungeon.c Source:NetHack 3.1.0/dungeon.hE Source:NetHack 3.1.0/eat.c Source:NetHack 3.1.0/edog.h Source:NetHack 3.1.0/emin.h Source:NetHack 3.1.0/end.c Source:NetHack 3.1.0/engrave.c Source:NetHack 3.1.0/engrave.h Source:NetHack 3.1.0/epri.h Source:NetHack 3.1.0/eshk.h Source:NetHack 3.1.0/exper.c Source:NetHack 3.1.0/explode.c Source:NetHack 3.1.0/extern.h Source:NetHack 3.1.0/extralev.cF Source:NetHack 3.1.0/files.c Source:NetHack 3.1.0/flag.h Source:NetHack 3.1.0/fountain.c Source:NetHack 3.1.0/func tab.hG Source:NetHack 3.1.0/global.hH Source:NetHack 3.1.0/hack.c Source:NetHack 3.1.0/hack.h Source:NetHack 3.1.0/hacklib.cI Source:NetHack 3.1.0/invent.cL Source:NetHack 3.1.0/lev.h Source:NetHack 3.1.0/lock.cM Source:NetHack 3.1.0/macconf.h Source:NetHack 3.1.0/mail.c Source:NetHack 3.1.0/mail.h Source:NetHack 3.1.0/makemon.c Source:NetHack 3.1.0/mcastu.c Source:NetHack 3.1.0/mfndpos.h Source:NetHack 3.1.0/mhitm.c Source:NetHack 3.1.0/mhitu.c Source:NetHack 3.1.0/micro.h Source:NetHack 3.1.0/minion.c Source:NetHack 3.1.0/mklev.c Source:NetHack 3.1.0/mkmap.c Source:NetHack 3.1.0/mkmaze.c Source:NetHack 3.1.0/mkobj.c Source:NetHack 3.1.0/mkroom.c Source:NetHack 3.1.0/mkroom.h Source:NetHack 3.1.0/mon.c Source:NetHack 3.1.0/monattk.h Source:NetHack 3.1.0/mondata.c Source:NetHack 3.1.0/mondata.h Source:NetHack 3.1.0/monflag.h Source:NetHack 3.1.0/monmove.c Source:NetHack 3.1.0/monst.c Source:NetHack 3.1.0/monst.h Source:NetHack 3.1.0/monsym.h Source:NetHack 3.1.0/mplayer.c Source:NetHack 3.1.0/mthrowu.c Source:NetHack 3.1.0/muse.c Source:NetHack 3.1.0/music.cO Source:NetHack 3.1.0/obj.h Source:NetHack 3.1.0/objclass.h Source:NetHack 3.1.0/objects.c Source:NetHack 3.1.0/objnam.c Source:NetHack 3.1.0/options.c Source:NetHack 3.1.0/os2conf.h Source:NetHack 3.1.0/o init.cP Source:NetHack 3.1.0/pager.c Source:NetHack 3.1.0/patchlevel.h Source:NetHack 3.1.0/pcconf.h Source:NetHack 3.1.0/permonst.h Source:NetHack 3.1.0/pickup.c Source:NetHack 3.1.0/pline.c Source:NetHack 3.1.0/polyself.c Source:NetHack 3.1.0/potion.c Source:NetHack 3.1.0/pray.c Source:NetHack 3.1.0/priest.c Source:NetHack 3.1.0/prop.hQ Source:NetHack 3.1.0/qtext.h Source:NetHack 3.1.0/quest.c Source:NetHack 3.1.0/quest.h Source:NetHack 3.1.0/questpgr.cR Source:NetHack 3.1.0/read.c Source:NetHack 3.1.0/rect.c Source:NetHack 3.1.0/rect.h Source:NetHack 3.1.0/restore.c Source:NetHack 3.1.0/rip.c Source:NetHack 3.1.0/rm.h Source:NetHack 3.1.0/rnd.c Source:NetHack 3.1.0/rumors.c Source:NetHack 3.1.0/rumors.fal Source:NetHack 3.1.0/rumors.truS Source:NetHack 3.1.0/save.c Source:NetHack 3.1.0/shk.c Source:NetHack 3.1.0/shknam.c Source:NetHack 3.1.0/sit.c Source:NetHack 3.1.0/sounds.c Source:NetHack 3.1.0/spell.c Source:NetHack 3.1.0/spell.h Source:NetHack 3.1.0/sp lev.c Source:NetHack 3.1.0/sp lev.h Source:NetHack 3.1.0/steal.c Source:NetHack 3.1.0/system.hT Source:NetHack 3.1.0/termcap.h Source:NetHack 3.1.0/timeout.c Source:NetHack 3.1.0/topten.c Source:NetHack 3.1.0/tosconf.h Source:NetHack 3.1.0/track.c Source:NetHack 3.1.0/tradstdc.h Source:NetHack 3.1.0/trampoli.h Source:NetHack 3.1.0/trap.c Source:NetHack 3.1.0/trap.hU Source:NetHack 3.1.0/uhitm.c Source:NetHack 3.1.0/unixconf.h Source:NetHack 3.1.0/u init.cV Source:NetHack 3.1.0/vault.c Source:NetHack 3.1.0/vault.h Source:NetHack 3.1.0/version.c Source:NetHack 3.1.0/vision.c Source:NetHack 3.1.0/vision.h Source:NetHack 3.1.0/vmsconf.hW Source:NetHack 3.1.0/weapon.c Source:NetHack 3.1.0/were.c Source:NetHack 3.1.0/wield.c Source:NetHack 3.1.0/winami.h Source:NetHack 3.1.0/Window.h Source:NetHack 3.1.0/WindowP.h Source:NetHack 3.1.0/windows.c Source:NetHack 3.1.0/winprocs.h Source:NetHack 3.1.0/wintty.h Source:NetHack 3.1.0/wintype.h Source:NetHack 3.1.0/winX.h Source:NetHack 3.1.0/wizard.c Source:NetHack 3.1.0/worm.c Source:NetHack 3.1.0/worn.c Source:NetHack 3.1.0/write.cY Source:NetHack 3.1.0/you.h Source:NetHack 3.1.0/youprop.hZ Source:NetHack 3.1.0/zap.c
# File:Shimmering Dragon.png File File history File usageNo higher resolution available. Shimmering_Dragon.png ‎(16 × 16 pixels, file size: 231 bytes, MIME type: image/png) Summary A shimmering dragon in SLASH'EM. 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 current18:19, 4 December 201016 × 16 (231 bytes)Ilmari Karonen (talk | contribs)A shimmering dragon in SLASH'EM. Category:16x16 tiles Category:SLASH'EM monsters You cannot overwrite this file. File usage The following 4 pages uses this file: Dragon (GruntHack) Dragon (SLASH'EM) Dragon (SpliceHack) User:Chris/dNetHack/Monsters
# Caveman Wikipedia has an article about: Caveman The Caveman (Cavewoman if female) is one of the player roles in NetHack. Cavemen can be either lawful or neutral, and can be humans, dwarves or gnomes. Their special spell is dig and their default starting pet is a little dog called Slasher. Cavemen suffer no consequences from cannibalism. The guidebook has little to say about Cavemen: Cavemen and Cavewomen start with exceptional strength but, unfortunately, with neolithic weapons. While worse than other melee fighters such as Valkyrie or Barbarian, Caveman is still a relatively strong role because it often has high starting strength and constitution. The Sceptre of Might is also one of the best quest artifacts in the game. Contents 1 Starting equipment 2 Intrinsics 3 Skills 4 Special rules 5 Strategy 5.1 Character creation 5.2 Early game 5.2.1 Weapons 5.2.2 Armor 5.2.3 General 5.3 Mid game 5.3.1 Weapons 5.3.2 Armor 5.3.3 General 5.4 Late game 5.4.1 Weapons 5.4.2 Armor 5.4.3 General 6 Rank titles 7 Quest 8 Variants 8.1 SLASH'EM 8.2 UnNethack 9 Encyclopedia entry 9.1 Human Cave(wo)man 9.2 Dwarvish/Gnomish Cave(wo)man 10 References Starting equipment Each Caveman starts with the following:[1][2][3] a +1 club a +2 sling 10 to 22 flint stones 18 to 33 rocks a +0 leather armor Intrinsics Cavemen gain intrinsics at these experience levels:[4] Level 7: speed Level 15: warning Skills Caveman skills Max Skills Basic Weapons: dagger, pick-axe, morning star, unicorn horn Spells: attack Skilled Weapons: knife, axe, flail, hammer, polearms, trident, bow Spells: matter Expert Weapons: club, mace, quarterstaff, spear, sling, boomerang Master Combat: bare hands Cavemen start with Basic skill in Club, Sling and Bare hands. Special rules Cavemen do not suffer any penalty for cannibalism, and do not gain aggravate monster from eating domestic cat or dog corpses. Cavemen never get nausea from eating tripe rations. Caveman have a role bonus for multishot for spear and sling.[5] Strategy Character creation Cavemen are unlikely to ever cast a spell in their lives, so the primary factor in choice of starting race is pure physical power. Dwarves are clearly the superior choice, with generous HP growth and the highest possible maximum dexterity and constitution; infravision and a relatively peaceful Gnomish Mines are side benefits. Humans are a distant second choice due to a more hostile Mines and lack of infravision. Gnomes tend to have the least racial benefits for the role; their maximum strength and HP growth are poor, and their bonus energy and higher maximum intelligence are virtually useless for Cavemen. Cavemen are restricted in most of the strong one-handed weapon skills, so the deterministic nature of lawful sacrifice gifts can be an advantage. Your first gift is likely to be an artifact long sword, or even possibly Grayswandir; the former case unrestricts your long sword skill and allows accessing Excalibur. In addition to the lesser reliability of neutral sacrifice gifts, only humans and gnomes can be netural Cavemen, which carries the aforementioned drawbacks; The Sceptre of Might is also a stronger artifact in the hands of a lawful Caveman, especially once you reach Gehennom. Early game Weapons Cavemen start with a ready source of ranged weapons in their sling and accompanying sets of flint stones and rocks, but they are quite heavy and will make the player want to drop them very quickly. Like all ranged weapons, they're handy for wearing down powerful opponents or killing enemies with deadly passive attacks like floating eyes. Upon finding a replacement ranged weapon or two, you can freely drop all the starting rocks. The starting club should be just enough to tide the player over until they can find a better weapon. Cavemen can reach Expert in clubs, including the aklys, which as of 3.6.1 is a tetherable weapon that will return 99% of the time when thrown while it is wielded. Once you locate a non-cursed aklys or two, it can easily pull double duty as both a ranged and melee weapon. Spears, especially the dwarvish spear, are also a solid weapon choice, since Cavemen are the only class besides the Ranger that can reach Expert in spear; they can also stack and be used as projectiles, and the dwarvish spear has the best base damage after the silver spear. Armor The starting leather armor should be dumped for anything better, hopefully a mithril-coat, as soon as possible. Your very poor starting AC can improve substantially if you use your pet to curse-test all the armor you find, and continually swap out worse pieces for better ones. Leather rots, so stay away from puddings while you are wearing your starting suit. Due to Cavemen possessing the second-largest spellcasting penalty of all classes (topped only by the Barbarian), high AC should be the main priority. Non-human Cavemen could consider the protection racket; however, this is an unreliable strategy. General After gaining a few levels, non-human Cavemen may want to head to the Gnomish Mines as soon as reasonably possible; they will not only have an easier time dealing with the inhabitants, but can more easily procure a better set of weapons and armor using their pet if they so choose. In addition to Minetown, an early visit to Sokoban is also worth considering for a source of permafood. Mid game Weapons Cavemen are notably restricted in all swords. If you have access to a co-aligned altar, you may want to sacrifice for an artifact weapon--most of which are swords. Receiving a weapon from your god automatically un-restricts the corresponding skill. If lawful, you can #dip for Excalibur, but it will still be restricted unless your god has given you a long sword. A well-enchanted spear is still a viable primary mid-game weapon; you can price-check for enchantment at a shop. You can find dwarvish spears in the Mines, and soldiers are often generated with normal spears. Armor Since they can neither #twoweapon nor cast many spells, Cavemen need not worry as much about utilizing shields; in the event you chance upon a wish, Sokoban has not provided an amulet of reflection, and you have not found one elsewhere, a shield of reflection is particularly useful to wish for. This leaves the amulet slot open, and the reflection will prove vital for the Caveman quest. General Due to the nature of the quest, there is a guaranteed co-aligned temple on the first level of the quest branch. Normally, the temple will be effectively unavailable to you until you reach experience level 14, as your quest leader Shaman Karnov will keep rejecting you and sending you back to the main dungeon if you make a move for the altar. However, if you are fast enough to move adjacent to Shaman Karnov on his turn and then #chat to him, he will begin wandering around after returning you to the main dungeon. You can then come back to the home area and wait for him to move out of the way so you can get to the priest. The monster generation for quest levels favors bugbears and other humanoids, most of which are no trouble at this point outside of mind flayers; hill giants can provide valuable strength boosts from their corpses, and so it may be worth bringing a tinning kit along to avoid constant satiation. Bringing down the quest nemesis, the Chromatic Dragon, almost requires magic resistance and reflection, though there are alternative strategies; see that article for more detailed information. Once you have retrieved the Sceptre of Might, corrode-proof it as soon as possible. Late game Weapons Heading into the endgame, you must not rely on the Sceptre of Might as your only melee weapon or your only source of magic resistance, as the Sceptre can be stolen by the Wizard of Yendor. In case this happens, you need to be sure you have a backup weapon (one you would be willing to fight the Wizard with!) and a second source of magic resistance. Armor The shield of reflection is still a very useful item to have for your ascension kit, especially when combined with gray dragon scale mail; this provides redundant magic resistance in case the Sceptre is stolen, as well as the free amulet slot (e.g. for magical breathing or life saving). General Once you have reached XL 15 and received the warning intrinsic, leveling further is not strictly necessary; while improved hit rates and hit points are nice to have, alchemy and a blessed luckstone combined with high luck from sacrifices can easily provide a good substitute. In addition to alchemizing potions of full healing, nurse corpses can be freely eaten by human Cavemen to recover full HP; blessed tins of nurse meat provide a very effective healing resource for the late game alongside potions of full healing. As discussed earlier, most Cavemen are unlikely to take up spell-casting; even though a player can sufficiently boost their intelligence and opt for a robe, Cavemen can only advance their skill in attack and matter spells, and will very likely prefer wands and other magical items. Unlike the Barbarian's ability to cast haste self, the Caveman's special spell, dig, is of much more questionable utility, and wands of digging (which the player is likely to have several by that point) serve the same purpose for much less opportunity cost. Rank titles The status line shows you to be one of the following ranks when you reach the specified experience level: XL 1-2: Troglodyte XL 3-5: Aborigine XL 6-9: Wanderer XL 10-13: Vagrant XL 14-17: Wayfarer XL 18-21: Roamer XL 22-25: Nomad XL 26-29: Rover XL 30: Pioneer Quest Main article: Caveman quest The Caveman quest sees you fighting the Chromatic Dragon for The Sceptre of Might. Variants SLASH'EM Cavemen in SLASH'EM have a handful of benefits beyond their NetHack equivalents; most obvious is their natural 2-square vision range, making corridors and places like the Gnomish Mines substantially safer to explore. In addition, they are guaranteed Skullcrusher as their first sacrifice gift, which is a weapon that holds its own well into the late game. Lawful Cavemen will gain a point of alignment for commiting cannibalism, with the message "You honour the dead". Also, their starting stack of flint stones can be upgraded into luckstones or healthstones. Unfortunately, The Sceptre of Might is considerably worse in SLASH'EM, and is not recommended as a main weapon unless no other alternatives exist. The Caveman's Primal roar technique can be a life-saver in early levels; using it temporarily boosts all your nearby pets up a tier in growth (a kitten becomes a housecat, a dog becomes a large dog, etc.). Enterprising Cavemen may find this technique useful in the late game as well, if they happen to find themselves with liches or gnolls as pets. UnNethack UnNethack gives Cavepeople a bit of help at the beginning: their starting pet is a wolf. Encyclopedia entry Human Cave(wo)man Now it was light enough to leave. Moon-Watcher picked up the shriveled corpse and dragged it after him as he bent under the low overhang of the cave. Once outside, he threw the body over his shoulder and stood upright - the only animal in all this world able to do so. Among his kind, Moon-Watcher was almost a giant. He was nearly five feet high, and though badly undernourished weighed over a hundred pounds. His hairy, muscular body was halfway between ape and man, but his head was already much nearer to man than ape. The forehead was low, and there were ridges over the eye sockets, yet he unmistakably held in his genes the promise of humanity. [ 2001: A Space Odyssey, by Arthur C. Clarke ] Dwarvish/Gnomish Cave(wo)man 'Twas in a land unkempt of life's red dawn; Where in his sanded cave he dwelt alone; Sleeping by day, or sometimes worked upon His flint-head arrows and his knives of stone; By night stole forth and slew the savage boar, So that he loomed a hunter of loud fame, And many a skin of wolf and wild-cat wore, And counted many a flint-head to his name; Wherefore he walked the envy of the band, Hated and feared, but matchless in his skill. Till lo! one night deep in that shaggy land, He tracked a yearling bear and made his kill; Then over-worn he rested by a stream, And sank into a sleep too deep for dream. [ The Dreamer, by Robert Service ] References ↑ src/u_init.c in NetHack 3.6.0, line 49 ↑ src/u_init.c in NetHack 3.6.0, line 685 ↑ src/mkobj.c in NetHack 3.6.0, line 838 ↑ src/attrib.c in NetHack 3.6.0, line 32 ↑ src/dothrow.c in NetHack 3.6.6, line 136
# intr-343.txt This is a classic text spoiler, reproduced on NetHackWiki for reference and archival purposes. You should link to this page when you copy or excerpt it, but please do not modify the content. Caution: As this is not an ordinary wiki page edited by the community, this spoiler may contain outdated or otherwise inaccurate information. intr-343.txt Last edited 2006-03-28 for NetHack 3.4.3 Miscellaneous intrinsics in NetHack 3.4 Compiled by Dylan O'Donnell <[email protected]>. This spoiler covers all the intrinsics that are neither dragon resistances (see drgn-343.txt) nor conferred by wearing rings (see rint-343.txt). It does not cover statuses (confusion, hallucination, etc); the dividing line is sometimes blurry, but as a general rule of thumb if it appears on the status line it's a status, not an intrinsic. Note that, as a general rule, any intrinsics acquired solely by experience level can be lost by being drained below that level. amphibiousness acquired by Polymorphing into a floating eye, water elemental, newt, (baby) crocodile, or any&nbsp;;. effects You can enter water safely. Eels' drowning attacks will not drown you. Fog clouds' moisture attacks will not harm you. astral vision acquired by Wearing the Eyes of the Overworld (Monk Quest Artifact). effect Spaces within a radius 3 are visible even if dark or if line of sight is blocked. Blinding has no effect on your ability to see. blinding resistance acquired by Wielding Sunsword (light-based only). Wearing lenses or a visored helmet (physical-based only). effects Light-based resistance protects against the blinding attacks of yellow lights and Archons, and blinding from lightning bolts, engraving with a wand of lightning, failed use of a crystal ball, magic traps, and expensive cameras. Physical-based resistance protects against the blinding attack of ravens and cobras, but not against dust vortices or thrown cream pies. Note that being blinded already, or being polymorphed into a form that has no eyes, is an absolute defence against blinding. clairvoyance acquired by Wearing a cornuthaum as a Wizard. Donating between 200*XL and (400*XL)-1 zorkmids, more than 1/3 your current visible gold, to a priest (lasts 500 to 999 (more) turns per donation). Carrying the Amulet of Yendor. effects Maps a 12x20 rectangle around you every so often (50% chance every fifteenth turn). Blocked by wearing a cornuthaum when not a Wizard. Exercises wisdom every five turns. displacement acquired by Wearing a cloak of displacement. effects Monsters may believe your location to be in your vicinity rather than at your actual location (doesn't fool priests or shopkeepers). 1/4 chance of finding you anyway, and remembering your location until you move away. flying acquired by Polymorphing into killer or queen bee, winged gargoyle, (master) mind flayer, homunculus, lurker above, xan, couatl, titan, jabberwock, wraith, succubus, incubus, balrog, or any of vyBDEV. Riding a couatl, ki-rin, jabberwock, or any D. effects Can pass over pits, holes, trap doors, squeaky boards, bear traps, water or lava safely. (Pits and holes in Sokoban will still trap you.) Land mines have a chance of not being triggered, and will not wound your legs. Improved chances of avoiding death by drawbridge. Can move freely over ice or on the Plane of Air. Wounded legs do not reduce your carrying capacity. No ill effects from descending stairs when encumbered, fumbling or punished. You are out of reach of xans' attacks. You escape the dungeon rather than dying by level teleporting to levels between -9 and -1. food appraisal acquired by Reading a blessed scroll of food detection or casting a spell of detect food at skilled or expert (lasts until you receive a warning). effects You are warned before eating food that may be tainted, petrify you, slime you, be rotten, poison you, break a Monk's vegetarian conduct, be acidic, be rustproof if you are polymorphed into a rust monster, break vegan conduct, or break vegetarian conduct. Warnings occur in that order of preference, and you are given the choice of whether to continue eating. fumbling acquired by Wearing gauntlets of fumbling or fumble boots. Walking on ice without either wearing snow boots or being polyed into a monster with cold resistance (not lasting effect). effects Abuses dexterity every five turns. Every d20 turns, you'll slip or trip if you attempt to move that turn; if you're carrying more than a certain amount, you'll make noise and alert nearby monsters; if you're riding, you'll fall off. You fall going downstairs. Your dexterity is abused if you try to move through a closed door. Saddling ridable monsters is less likely to succeed. Attempting to mount a steed will always fail. Digging with an implement may not succeed, and may cause it to hit you or be dropped. Your chance of disarming a dungeon trap is halved. You have no chance of disarming a chest or door trap. You have no chance of escaping traps. Setting traps can cause them to go off. Applying cans of grease can cause you to drop them. Reduces likelihood of applying a bullwhip having desired effect, and can make you drop it instead. Kicking monsters or objects is less likely to be successful. Mjollnir will hit a Valkyrie's arm rather than be caught on its return. Returning boomerangs will hit you rather than be caught. The following items will end up on the floor rather than in your inventory: potions of oil that you light (if one of several), wished-for items, tins made with a tinning kit, food from a horn of plenty, scrolls of mail, gems thrown at you while you're a unicorn, items stolen as a nymph, weapons snagged with a bullwhip, arrows created by the Longbow of Diana, saddles removed from a steed, and written scrolls and spellbooks. half physical damage acquired by Carrying the Orb of Fate or the Master Key of Thievery (Valkyrie and Rogue Quest Artifacts). Wearing the Mitre of Holiness (Priest(ess) Quest Artifact) as a Priest(ess) (only against physical attacks from demons and undead). effects Halves damage from physical monster attacks, falling piercers, exploding gas spores, effects of poison, thrown/spat objects, and bites from carnivorous bags. Halves damage from geyser spells cast by monsters. Halves damage from rust traps as an iron golem. Halves energy drain and exhaustion from bad sex. Does not protect against total digestion attacks. half spell damage acquired by Carrying the Orb of Detection, the Platinum Yendorian Express Card, the Orb of Fate, or the Eye of the Aethiopica (Archeologist, Tourist, Valkyrie, and Wizard Quest Artifacts). effects Halves damage from cold attack of Asmodeus. Halves damage from psi bolt, pillar of fire, lightning bolt, and open wounds spells cast by monsters. Halves duration of stunning, confusion, blinding, and paralysis spells cast by monsters. Reduces attribute loss from strength drain spells cast by monsters. Halves damage from psychic blast of (master) mind flayers. Halves damage from wands zapped by monsters. Halves damage from scrolls of fire read by monsters. Reduces number of objects cursed from a "malignant aura"-type curse. hallucination resistance acquired by Wielding Grayswandir. Polymorphing into a black light. effects Protects against hallucination from quaffing potions, applying cursed unicorn horns, applying crystal balls, or triggering chest traps. Protects against hallucination from eating yellow molds, violet fungi or abbots. Protects against the hallucination attack of black lights. infravision acquired by Being an unpolymorphed dwarf, elf, gnome or orc by race. Polymorphing into a stalker, pit viper, python, Woodland-elf, Green-elf, Grey-elf, elf-lord, Elvenking, horned devil, succubus, incubus, barbed devil, marilith, vrock, hezrou, bone devil, ice devil, nalfeshnee, pit fiend, balrog, or any of hikoAGHLMOTZ. effects Warm-blooded, fire-based, or ice-based monsters are visible if in line of sight, even if their location is dark. invulnerability acquired by Praying successfully (for the duration of the prayer). effects Monsters will not attack; being swallowed has no ill effects. No exertion damage suffered from overencumbrance. No HP regeneration. No hunger increase. Teleportitis, polymorphitis, and lycanthropy will not kick in. All timers other than luck normalisation are halted. jumping acquired by Wearing jumping boots. From the start as a Knight. Casting the spell 'jump' (temporary). effects You can use the #jump command to move to distant, visible, open squares; how far you can jump depends on the source of the intrinsic. Knights can jump as the chess piece; boots allow jumping as if the spell were cast at unskilled level ('u' below). Casting the spell allows you one jump of a distance depending on the level of the spell. eee esbubse suuuuus ebuuuuube euuu@uuue ebuuuuube suuuuus esbubse eee Jumping out of bear traps will wound your leg. Jumping in Sokoban carries a -1 luck penalty. level-drain resistance acquired by Wielding Excalibur, Stormbringer or the Staff of Aesculapius (Healer Quest Artifact). Polymorphing into a horned devil, succubus, incubus, barbed devil, marilith, vrock, hezrou, bone devil, ice devil, nalfeshnee, pit fiend, balrog, or any of LMVWZ. effects Protects against drain life attacks of Demogorgon, (succubi and incubi if #SEDUCE undefined), and all VW. Protects against drain life attacks of Stormbringer or the Staff of Aesculapius. Protects against drain life result from unfavourable succubus or incubus encounter. Protects against "Thou must relearn thy lessons!" command of angry god. Protects against zapping drain life spell at yourself. life saving acquired by Wearing an amulet of life saving. effects If you die (other than by genocide or by (master) mind flayer intelligence drain), you are revived, at the cost of your amulet. lycanthropy acquired by Being bitten by a werejackal, werewolf or wererat in their animal form. Eating a werejackal, werewolf or wererat. May be lost by eating a sprig of wolfsbane, quaffing a potion of holy water, or prayer. effects Each turn in your natural form, you have a 1/80 chance (1/60 at night) of changing into your wereform for 500 to 999 turns. Uncontrolled polymorph will cause you to change from animal to natural form or vice versa. You are immune from system shock. Holy water vapour will cause you to return to natural form, but will not cure lycanthropy. Quaffed or vaporous unholy water will cause you to assume animal form. In animal form, you can summon 1 to 5 pets with the #monster command: wererat: 2/3 sewer rat, 2/9 giant rat, 1/9 rabid rat werejackal: jackal werewolf: 4/5 wolf, 1/5 winter wolf This uses 10 energy and exercises wisdom. magical breathing [See unbreathing] monster detection acquired by Quaffing a blessed potion of monster detection or casting a spell of detect monster at skilled or expert (for 21 to 60 (more) turns unless already at 300 or more turns, whereupon each use only gives 1 more turn). effects All monsters on the level are displayed. phasing acquired by Polymorphing into an earth elemental or a xorn. effects You can enter most walls or stone. You are immune from death by drawbridge. You can pass through pits safely. You can kick objects out of pits (as a xorn). reflection acquired by Wearing silver dragon scales or scale mail, a shield of reflection, or an amulet of reflection. Wielding the Longbow of Diana (Ranger Quest Artifact). Polymorphing into a silver dragon. effects Rays striking you rebound in the direction they came from without effect (lightning may still blind you). Protects against gaze attack of Medusa, and may stone her in return. Protects against passive paralysis attack of floating eyes. sickness resistance acquired by Polymorphing into a ghoul, or any F. effects Protects against disease attacks of Juiblex, Demogorgon, and Scorpius. Protects against pestilence attacks of Pestilence. Protects against food poisoning from old corpses. Protects against illness from applying cursed unicorn horns. speed acquired by ("fast"): Eating a quantum mechanic. "Your velocity suddenly seems very uncertain! You seem faster." Praying to a god whom thou hast pleased with thy progress. Zapping yourself with a wand of speed monster. Reaching XL 7 as a Barbarian, Cave(wo)man, Knight or Valkyrie; or from the start as an Archeologist, Monk or Samurai. "You feel quick!" "You feel slow!" (level drain loss) ("very fast"): Wearing speed boots. Quaffing a potion of speed (lasts 160 to 169 (more) turns if blessed, 100 to 109 (more) turns if uncursed, 40 to 49 (more) turns if cursed). Casting a spell of haste self (lasts 100 to 109 (more) turns if unskilled or basic, 160 to 169 (more) turns if skilled or expert). Breathing vapours of potion of speed (lasts 1 to 5 (more) turns). Intrinsic speed may be lost by night-time gremlin attack ("You feel slower."), zapping yourself with a wand of slow monster, the slowing attacks of skeletons and shades, the start of the stoning process, part of the sliming process, or eating a quantum mechanic ("Your velocity suddenly seems very uncertain! You seem slower."). effects If fast, your average speed is 1/3 greater than normal; if very fast, 2/3 greater than normal. stoning resistance acquired by Polymorphing into an acid blob, gelatinous cube, chickatrice, cockatrice, (winged) gargoyle, spotted or ochre jelly, (baby) yellow dragon, air, earth, fire or water elemental, green mold, black naga (hatchling), wraith, xorn, skeleton, stone golem, lizard, or any of vyP. effects Protects against stoning attacks of chickatrices, cockatrices and Medusa. Protects against stoning from eating a chickatrice, cockatrice or Medusa corpse, or a cockatrice egg. Protects against stoning from biting, stinging, butting, hugging, engulfing, tentacling, or attempting to saddle a chickatrice or cockatrice, or touching, clawing, striking, or untrapping one barehanded, or kicking one barefooted. Protects against stoning from barehanded feeling, picking up, tinning, sacrificing, snagging, stealing, placement in container, removal from container, throwing, or wielding of chickatrice or cockatrice corpses. Protects against stoning from barefoot kicking of chickatrice or cockatrice corpses. Protects against stoning from being hit by a wielded, thrown or fallen-on chickatrice or cockatrice corpse. Protects against stoning from being hit by a cockatrice egg. swimming acquired by Polymorphing into a gremlin, water nymph, woodchuck, water elemental, rust monster, water troll, newt, (baby) crocodile, or any of S;. effects You can move through water on the surface and without hindrance. telepathy acquired by Wearing a helm of telepathy or an amulet of ESP (including the Eye of the Aethiopica, the Wizard Quest Artifact). Praying to a god whom thou hast pleased with thy progress. Carrying the Orb of Detection, the Magic Mirror of Merlin, the Longbow of Diana, or the Platinum Yendorian Express Card (Archeologist, Knight, Ranger, and Tourist Quest Artifacts respectively). Eating a floating eye or a (master) mind flayer. "You feel a strange mental acuity." "You feel in touch with the cosmos." (hallucinating) Eating an amulet of ESP. Polymorphing into a floating eye or a (master) mind flayer. Intrinsic telepathy may be lost by night-time gremlin attack ("Your senses fail."), or by killing (formerly) peaceful humans if not chaotic. effects You can see monsters with minds anywhere on the level when you are blind. With extrinsic telepathy you can also see nearby monsters with minds when not blind (even through walls and in darkness). (Master) mind flayers' psychic blasts are more likely to lock on. unbreathing acquired by Wearing or eating an amulet of magical breathing. Polymorphing into an acid blob, gas spore, freezing, flaming, or shocking sphere, (winged) gargoyle, vampire bat, earth elemental, or any of jmvyFLMPVWXZ'. effects [Note that amphibiousness is a subset of these effects.] You will vomit rather than choke on excess food. You are not affected by stinking clouds. You are not affected by sleeping gas traps. You are not affected by potion vapours if you are also polymorphed into an eyeless monster. You can enter water safely. Eels' drowning attacks will not drown you. Fog clouds' moisture attacks will not harm you (unless you are a salamander, flaming sphere, or fire elemental or vortex). unchanging acquired by Wearing an amulet of unchanging. effects Prevents polyself from potions, wands, spells, traps, eating chameleons or doppelgangers, or quaffing from sinks, Prevents death by cancellation as a clay golem. You will not change form as a result of polymorphitis or lycanthropy. Eating mimic corpses will not cause you to mimic gold or oranges. Existing polyself will not wear off; death is death, and does not cause reversion to your natural form. You will not revert to your natural form if you genocide your current form. Protects against sliming attacks of green slimes. Protects against being slimed from eating, mindflaying or engulfing a green slime. water walking acquired by Wearing water walking boots. effects You can walk safely over water (other than on the Plane of Water); you can reach it to dip objects into it. You will not sink into lava (though the heat will still affect you and your inventory, including burning away non-fireproof boots; in the latter case, you will not sink until you move). wounded legs acquired by Pricking attack of a xan (1/2 left, 1/2 right; 1 to (60-DEX) turns). Land mine explosions (both; 41 to 75 turns). Being pulled out of or jumping out of a bear trap (2/3 left, 1/3 right; 500 to 1499 turns). Trying to jump out of solidified lava (both; 11 to 20 turns). Fumbling with a cursed digging-tool (right; 6 to 10 turns). Kicking things or nothings (right; 6 to 10 turns). Falling or being thrown off your steed (both; 5 to 9 turns). Note that if you're riding, your steed's legs may be wounded instead of yours. effects Reduces dexterity by one temporarily. Abuses dexterity every five turns (if your legs). Your carrying capacity is reduced (double if both legs wounded). You cannot jump or kick. Attempting to mount a steed will always fail. Acknowledgements ~~~~~~~~~~~~~~~~ Corrections and clarifications provided by Joe Bednorz, David Corbett, David Goldfarb, Arien Malec, David Ploog, Jason Short, mana user, and Boudewijn Waijers. 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. </[email protected]>
# File:Dust vortex.png File File history File usageNo higher resolution available. Dust_vortex.png ‎(16 × 16 pixels, file size: 219 bytes, MIME type: image/png) A 16x16 vanilla NetHack tile of the monster 'dust vortex'. File history Click on a date/time to view the file as it appeared at that time. Date/TimeThumbnailDimensionsUserComment current09:06, 1 August 200616 × 16 (219 bytes)BotFenix (talk | contribs)A 16x16 vanilla NetHack tile of the monster 'dust vortex'. Category:16x16 tiles You cannot overwrite this file. File usage The following 17 pages uses this file: List of vanilla NetHack tiles Monster Monsters (by size) NetHack 3.2.0 NetHack 3.2.1 NetHack 3.2.2 NetHack 3.2.3 NetHack 3.3.0 NetHack 3.3.1 NetHack 3.4.0 NetHack 3.4.1 NetHack 3.4.2 NetHack 3.4.3 NetHack 3.6.0 NetHack 3.7.0 Vortex User:EasterlyIrk/Scratchpad
# The DevTeam Thinks of Everything The DevTeam Thinks Of Everything, abbreviated as TDTTOE, is a term used to describe when the NetHack DevTeam anticipated the player getting into an unusual situation, and programmed in special behavior for that case. This means that if you think of doing something "clever" in the game, the DevTeam most likely thought of it too, and the game will produce a realistic but unexpected response. Message examples One prominent example is seen when attempting to #dip a potion into itself: This is a potion bottle, not a Klein Bottle! Or, similarly, placing a bag inside itself: That would be an interesting topological exercise. Or you might speculate that you might be able to cure your blindness by applying and removing a blindfold, but You were wearing a blindfold. You still cannot see. Or you might know that tip is designed for spilling items out of containers, but decide to try tipping your fedora: You briefly doff your fedora. Gameplay example As a far more complex example, upon #praying to your god when he/she is sufficiently angry, you may receive the following from your god: Thou hast angered me. This is followed by a (usually) fatal bolt of lightning striking you from the heavens. However, with shock resistance, the attack can be survived. This is then repeated with a wide-angle disintegration beam, but with disintegration resistance, this can also be survived. If this occurs, then: You bask in its black glow for a minute... [Your god] says: "I believe it not!" Obviously, this example has much more effect on the actual gameplay than the previous trivial messages. See also This is a trope on TVTropes. Originally, the trope was named "The DevTeam Thinks Of Everything" based on NetHack, but then got changed to "Developers' Foresight" because its editors were misusing it as "The DevTeam Thinks Of Something Cool".
# File:Mina Harker.png File File history File usage MetadataNo higher resolution available. Mina_Harker.png ‎(16 × 16 pixels, file size: 334 bytes, MIME type: image/png) File history Click on a date/time to view the file as it appeared at that time. Date/TimeThumbnailDimensionsUserComment current21:40, 3 July 201316 × 16 (334 bytes)Chris (talk | contribs) You cannot overwrite this file. File usage The following 2 pages uses this file: Vlad the Impaler User:Chris/dNetHack/dNethack Windowless Tower 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
# File:Rainbow spellbook.png File File history File usageNo higher resolution available. Rainbow_spellbook.png ‎(16 × 16 pixels, file size: 198 bytes, MIME type: image/png) A rainbow spellbook in SLASH'EM. 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 current23:12, 4 December 201016 × 16 (198 bytes)Ilmari Karonen (talk | contribs)A rainbow spellbook in SLASH'EM. Category:16x16 tiles Category:SLASH'EM items {{NGPL}} You cannot overwrite this file. File usage There are no pages that use this file.
# Sokoban Level 2b Although this Sokoban level has the most boulders, it is not very hard. There are 20 boulders and 15 holes. 0 boulder ^ hole @ starting position/downstairs &lt; upstairs ----------- ----------- |....|....--- |.........| |..00|00...@| |.........| |.....0...--- |.........| |....|....| |....&lt;....| |-.--------- |.........| |..0.|.....| |.........| |.00.|0.0.0| |.........| |..0.....0.| |.........| |.000|0..0.----------------+| |....|..0.0.^^^^^^^^^^^^^^^.| ----------------------------- Strategy The following solution solves the level without putting any boulders in an immobile position. Faster solutions which do not necessarily leave every boulder free might exist. You can watch a TTYREC video of this solution or a YouTube video. All boulders are replaced by letters so they can be referred to. Moving the boulders is shortened to r for right, l for left, u for up, d for down. An asterisk is used to denote the last move filled a hole (and thus removed the boulder from the game). So Nddrr* means move boulder N two times down and two times to the right into a hole. Make way to the fourth room (lower right) by storing boulders in earlier rooms. It is not necessary to store as many boulders as in this example: ----------- ----------- E lllr rrrr u |....|....--- |.........| G uuuu u |..AB|CD...@| |.........| N uuuu uur |.....E...--- |.........| L rrrr r |....|....| |....&lt;....| |-.--------- |.........| |..F.|.....| |.........| |.GH.|I.J.K| |.........| |..L.....M.| |.........| |.NOP|Q..R.----------------+| |....|..S.T.^^^^^^^^^^^^^^^.| ----------------------------- Clear the 4th room with the exception of I and Q: ----------- ----------- R r |....|....--- |.........| T rr* |.GAB|CDE..&gt;| |.........| S rrrr r* |..N......--- |.........| M ddrr rrr* |....|....| |....&lt;....| R drrr rr* |-.--------- |.........| K dddr rrrr r* |..F.|.....| |.........| L rrdd rrrr rrr* |..H.|I.J.K| |.........| J dddr rrrr rrrr r* |......@LM.| |.........| |..OP|Q..R.----------------+| |....|..S.T.^^^^^^^^^^^^^^^.| ----------------------------- Clear the 3rd room (lower left) with the exception of F: ----------- ----------- O urrr rrrr ddrr rrrr rrr* |....|....--- |.........| P urrr rrrd drrr rrrr rrr* |.GAB|CDE..&gt;| |.........| H ldrr rrrr rrdd rrrr rrrr rrr* |..N......--- |.........| |....|....| |....&lt;....| |-.--------- |.........| |..F.|.....| |.........| |..H.|I....| |.........| |..........| |.........| |..OP|Q....----------------+| |....|.............^^^^^^^^.| ----------------------------- Clear the 2nd room (upper left) with the exception of B, and finish off with the two boulders from the 4th room.: ----------- ----------- G dddd ddrr rrrr rrdd rrrr rrrr rrrr* |....|....--- |.........| N lddd ddrr rrrr rrdd rrrr rrrr rrrr r* |.GAB|CDE..&gt;| |.........| A ddld dddr rrrr rrrd drrr rrrr rrrr rrr* |..N......--- |.........| Q ulll rrrr rrrd drrr rrrr rrrr rrrr* |....|....| |....&lt;....| I dlll rrrr rrrd drrr rrrr rrrr rrrr r* |-.--------- |.........| |..F.|.....| |.........| |.@..|I....| |.........| |..........| |.........| |....|Q....----------------+| |....|................^^^^^.| ----------------------------- The level is now finished: ----------- ----------- |....|....--- |.........| |...B|CDE..&gt;| |.........| |.........--- |.........| |....|....| |....&lt;....| |-.--------- |.........| |..F.|.....| |.........| |....|.....| |.........| |..........| |.........| |....|.....----------------+| |....|.....................@| ----------------------------- Next level After this level, you will face either of the following levels: Sokoban Level 3a -------- ---.|....| |...0....|---------- |.-.00-00|.|.......| |.00-......|.......| |.-..0.|...|.......| |....-0--0-|...&lt;...| |..00..0...|.......| |.--...|...|.......| |....-0|---|.......| ---..0.-----------+| |..0@^^^^^^^^^^^.| ------------------ Sokoban Level 3b -------------------- |........|...|.....| |.00..-00|.-.|.....| |..|.0.0.|00.|.....| |-.|..-..|.-.|..&lt;..| |...--.......|.....| |...|.0.-...-|.....| |.0.|0.|...--|.....| |-0.|..-----------+| |..0....^^^^^^^^^^.| |...|.@------------- -------- 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.
# rec.games.roguelike.nethack rec.games.roguelike.nethack is a Usenet newsgroup. It is the spiritual successor of rec.games.hack, and the focus of much of the modern NetHack community. It is commonly abbreviated to RGRN. Release announcements are usually posted to RGRN by the DevTeam upon new releases, and several of the DevTeam are known to post, usually in response to allegations of bugs and compilation difficulties. NetHackWiki links rec.games.roguelike.nethack FAQ Types of posts: YAFAP, YAAP, YASD, YANI From RGRN: NetHack Code, NetHack Purity Test Best of RGRN External links RGRN via Google Groups (read and post, search old posts in archive) RGRN via bilious.alt.org/rgrn (read only) RGRN Derkeiler Archives (occasionally updated) The old rec.games.hack via Google Groups This page is a stub. Should you wish to do so, you can contribute by expanding this page.
# Object materials Object materials Author L Download link Bilious PatchDB unknown Object materials is the name of an item system that allows various objects to generate made of something different from their ordinary base material. It was first introduced in NetHack brass, and L later made it into a standalone patch. Contents 1 Summary 1.1 Artifacts 1.2 Monsters and object materials 1.2.1 Material hatred 1.2.2 Golems 1.2.3 Leprechauns 1.2.4 Croesus 2 Object materials by variant Summary The general purpose of the patch is to increase the variance in equipment that a player may come across in NetHack and/or its variants, as well as the strategies employed with such items. This can have diverse effects on a given game: one hero may realize too late that their gold wand of death was a valid target for an overlooked leprechaun; another may employ a pair of mithril short swords to slice their way through hordes of orcs; still others may try to assemble an all-silver full-body set of armor to thoroughly demon-proof themselves before entering Gehennom; and aspiring casters may try to wear as much non-metallic clothing as possible. Artifacts Artifacts, including artifact weapons, tend to have a set base material; it is sometimes possible to name or create certain artifacts such as Sting and Excalibur, with a weapon of the desired material, though whether this is allowed depends on the variant. Monsters and object materials In games with some form of object materials included (typically variants), monsters also have various interactions with each type of object, the more common of which are listed below. Material hatred Material hatred is used to refer to any particular material that deals extra damage to a certain type of monster and cannot be safely touched by them, much like the interactions between werecreatures and silver in vanilla NetHack - e.g., elves may have an aversion to iron weapons. Monsters with a material hatred will usually avoid using items of that material where possible, and racial equipment is generally expanded and/or altered to avoid generating monsters with weapons or armor of a hated material; death drops will naturally ignore this restriction. Golems Golems that are generated randomly or via polypiling may death drop items made of that material among the pile of objects that they leave behind as their standard "corpse". Leprechauns Leprechauns are usually able to steal items made of gold in addition to gold coins. Croesus Croesus often generates with weapons and/or armor that are made of gold. Object materials by variant Variants that incorporate some kind of object materials include GruntHack, dNetHack, xNetHack, SpliceHack, and EvilHack; GruntHack's implementation diverges the most from that of L's patch, and is thus much different from other variant implementations. Below is a list of each variant's implementation of object materials. Object materials (GruntHack) Object materials (dNetHack) Object materials (xNetHack) Object materials (SpliceHack) Object materials (EvilHack)
# Talk:High-elf Guild of Disgruntled Adventurers I know I've seen high-elves there; that place has a ton of doppelgangers, so it's possible that's what I saw, but I thought I remembered seeing high elf corpses there as well. -Ion frigate 14:13, 11 January 2012 (UTC)
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# Silver saber ) Name silver saber Appearance silver saber Damage vs. small 1d8+(1d20) Damage vs. large 1d8+(1d20) To-hit bonus +0 Weapon skill saber Size one-handed Base price 75 zm(+10/positive enchant) Weight 40 Material silver The silver saber is a type of sword that appears in NetHack. It is made of silver. The silver saber is the base item for the artifact weapons Grayswandir and Werebane. Contents 1 Saber skill 2 Generation 3 Strategy 3.1 Average damage calculation 4 History 5 Origin 6 Variants 6.1 SLASH'EM 6.2 NetHack brass 6.3 dNetHack 6.4 SlashTHEM 7 Encyclopedia entry 8 References Saber skill Saber Max Role Basic Barbarian, Healer, Samurai, Valkyrie Skilled Knight, Rogue, Tourist Expert Archeologist The silver saber is the only weapon to use the saber skill. 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. Per commit 296a3ac2, the scimitar skill is merged into the saber skill, and Barbarians can reach Skilled in saber to maintain consistency with the former scimitar skill. Generation Silver sabers make up about 0.6% of randomly generated weapons (on the floor, as death drops, or in shops). Watch captains and Yendorian army captains have a 50% chance of being generated with one.[1] Strategy The silver saber is a respectable weapon in its own right, and is a common secondary weapon when #twoweaponing for the bonus damage it deals against silver-hating monsters such as shades, demons, lycanthropes, and vampires. However, as they are rarely generated, players with the weapon skill will often consider killing the watch captain in Minetown for one. Players who cannot find a saber and have bad luck with the watch captain's weapon generation (or else do not wish to risk themselves or their pets) can search Fort Ludios if it appears during that game, and may encounter at least a captain or two by the time they reach Gehennom. 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 Not silver-hating Silver-hating +0 silver saber +7 silver saber History The silver saber first appears in NetHack 3.1.0, which introduces Grayswandir and chances Werebane from a long sword, had its changed to a silver saber in this version. Origin Wikipedia has an article about: Saber The saber is a curved, single-edged sword with a cross-guard connecting to the pommel (tip of the hilt). It descends from the similar West Asian scimitar, which has a simple cross-guard. The blade of a saber is backward-curved as opposed to the forward curving associated with many similar swords, and was designed for use by mounted cavalry, such as the Central European hussars and the light cavalry of the 16th-to-19th centuries. The saber's cross-guard was improved as the development of firearms made many forms of armor ineffective. Variants In variants with object materials systems, the silver saber is instead simply a saber with a default material of iron, and can also generate made of silver among other compatible materials. Some variants also add additional weapons that use the saber skill. In variants with the Convict role, prison guards in the Convict quest have a 1⁄2 chance to be generated with a silver saber. SLASH'EM SLASH'EM adds a new saber weapon in the rapier. NetHack brass In NetHack brass, silver sabers have been removed and replaced with standard iron sabers. Grayswandir retains its silver damage as a unique property of the artifact rather than an intrinsic property of the base item. The scimitar skill is also phased out, with scimitars using the saber skill instead. dNetHack In dNetHack, the default Noble quest nemesis, the Rebel Ringleader, will always generate with a silver saber. Argentum golems also have a 1⁄6 chance of their starting silver dagger being replaced with a silver saber. SlashTHEM In SlashTHEM, the Rebel Ringleader retains her silver saber and serves as the nemesis for all Nobles. Encyclopedia entry Flashed all their sabres bare, Flashed as they turned in air, Sab'ring the gunners there, Charging an army, while All the world wondered: Plunged in the battery smoke, Right through the line they broke; Cossack and Russian Reeled from the sabre-stroke Shattered and sundered. Then they rode back, but not-- Not the six hundred. [ The Charge of the Light Brigade, by Alfred, Lord Tennyson ] References ↑ src/makemon.c in NetHack 3.6.7, line 205
# DevTeam A user has suggested improving this page or section as follows: "Some devs "sign" their code comments with various shorthands. Maybe we could find and set these in connection with the corresponding developers?" The DevTeam is the group of people who develop vanilla NetHack. They have their own mailing lists, and you can reach them by emailing [email protected]. The core devteam is responsible for NetHack proper, and there are several other people maintaining the different window ports. Members Core devteam Michael Allison Ken Arromdee (1988-1994, 1995-2000) David Cohrs Jessie Collet Kevin Hugo Ken Lorber Dean Luick Pat Rankin Mike Stephenson Janet Walz Paul Winner Warwick Allison Sean Hunt Derek S. Ray Pasi Kallinen Alex Smith Patric Mueller Window Port Maintainers Pat Rankin (VMS) Michael Allison (MS-DOS, Windows) Dean Luick (Mac) Mark Modrall (Mac) Kevin Hugo (Mac) David Cohrs (Windows) Alex Kompel (Windows) Dion Nicolaas (Windows) Yitzhak Sapir (Windows) Ron Van Iwaarden (OS/2) Janne Salmijärvi (Amiga) Teemu Suikki (Amiga) Christian "Marvin" Bressler (Atari)
# Naga The naga, N, is a monster class in NetHack that consists of the following monsters and their hatchling forms: N red naga N red naga hatchling N black naga N black naga hatchling N golden naga N golden naga hatchling N guardian naga N guardian naga hatchling Contents 1 Common traits 1.1 Generation 2 Hatchlings 3 Adult nagas 4 History 5 Origin 6 Encyclopedia entry Common traits Nagas have the head of a human and the body of a snake. They are slithy, limbless monsters with thick hides that are classified as strong and capable of consuming meat; with the exception of black nagas, they are also omnivorous. Female nagas are oviparous and capable of laying eggs. All nagas have poison resistance, and you may gain the intrinsic from eating naga meat. All hatchlings are large, while all adult nagas are huge. Nagas are considered kebabable—you receive a +2 to-hit bonus when attacking them with a weapon that uses the spear skill. If you chat to a naga or naga hatchling, they will "mumble incomprehensibly". Generation The naga monster class is the second quest class for the Rogue quest, and have a 3% chance to be generated within the branch. Naga hatchlings are neutral-aligned and do not randomly generate outside of certain branches with a neutral "bias" such as the Oracle and Sokoban. They can also hatch from naga eggs, and are sometimes generated peaceful towards neutral characters. Hatchlings All naga hatchlings have a single 1d4 bite attack and are mostly harmless. RedBlackGoldenGuardian N red naga hatchling Difficulty 4 Attacks Bite 1d4 N red naga hatchling Difficulty 4 Attacks Bite 1d4 Base level 3 Base experience 28 Speed 10 Base AC 6 Base MR 0 Alignment 0 (neutral) Frequency (by normal means) 0 (Not randomly generated) Genocidable Yes Weight 500 Nutritional value 100 Size Large Resistances Fire, Poison Resistances conveyed Fire (10%), Poison (10%) A red naga hatchling: cannot pick up items. has no limbs. has a serpent body. has a thick hide. is omnivorous. is strong. can be seen through infravision. Reference monst.c#line1621 The red naga hatchling and its adult form are infravisible. The hatchling has the least chance of all nagas to convey poison resistance from eating their corpse or tinned meat, but is also an early source of fire resistance. N black naga hatchling Difficulty 4 Attacks Bite 1d4 N black naga hatchling Difficulty 4 Attacks Bite 1d4 Base level 3 Base experience 28 Speed 10 Base AC 6 Base MR 0 Alignment 0 (neutral) Frequency (by normal means) 0 (Not randomly generated) Genocidable Yes Weight 500 Nutritional value 100 Size Large Resistances Poison, Acid, Stoning Resistances conveyed Poison (20%) A black naga hatchling: cannot pick up items. has no limbs. has a serpent body. has a thick hide. is acidic to eat. is carnivorous. is strong. Reference monst.c#line1621 The black naga hatchling and its grown-up form are acidic—players eating their corpses will take damage, but their tinned meat is safe to consume. Black naga hatchlings and adults are also the only carnivorous members of the monster class. Generation Four black naga hatchlings appear on the fourth variant of Medusa's Island. N golden naga hatchling Difficulty 4 Attacks Bite 1d4 N golden naga hatchling Difficulty 4 Attacks Bite 1d4 Base level 3 Base experience 28 Speed 10 Base AC 6 Base MR 0 Alignment 0 (neutral) Frequency (by normal means) 0 (Not randomly generated) Genocidable Yes Weight 500 Nutritional value 100 Size Large Resistances Poison Resistances conveyed Poison (20%) A golden naga hatchling: cannot pick up items. has no limbs. has a serpent body. has a thick hide. is omnivorous. is strong. Reference monst.c#line1621 N guardian naga hatchling Difficulty 4 Attacks Bite 1d4 N guardian naga hatchling Difficulty 4 Attacks Bite 1d4 Base level 3 Base experience 28 Speed 10 Base AC 6 Base MR 0 Alignment 0 (neutral) Frequency (by normal means) 0 (Not randomly generated) Genocidable Yes Weight 500 Nutritional value 100 Size Large Resistances Poison Resistances conveyed Poison (20%) A guardian naga hatchling: cannot pick up items. has no limbs. has a serpent body. has a thick hide. is omnivorous. is strong. Reference monst.c#line1621 Adult nagas RedBlackGoldenGuardian N red naga Difficulty 8 Attacks Bite 2d4, Breath 2d6 fire N red naga Difficulty 8 Attacks Bite 2d4, Breath 2d6 fire Base level 6 Base experience 82 Speed 12 Base AC 4 Base MR 0 Alignment -4 (chaotic) Frequency (by normal means) 1 (Very rare) Genocidable Yes Weight 2600 Nutritional value 400 Size Huge Resistances Fire, Poison Resistances conveyed Fire (20%), Poison (20%) A red naga: cannot pick up items. has no limbs. has a serpent body. has a thick hide. can lay eggs. is omnivorous. is strong. can be seen through infravision. Reference monst.c#line1627 The red naga is the slowest of the adult nagas, with its speed matching that of an unhasted player. It is also the only chaotic naga. They are likely the first hostile monsters with a fire breath attack to be encountered in the dungeon—avoid fighting them over ice if possible. N black naga Difficulty 10 Attacks Bite 2d6, Spit 0d0 acid venom N black naga Difficulty 10 Attacks Bite 2d6, Spit 0d0 acid venom Base level 8 Base experience 132 Speed 14 Base AC 2 Base MR 10 Alignment 4 (lawful) Frequency (by normal means) 1 (Very rare) Genocidable Yes Weight 2600 Nutritional value 400 Size Huge Resistances Poison, acid, stoning Resistances conveyed Poison (53%) A black naga: cannot pick up items. has no limbs. has a serpent body. has a thick hide. can lay eggs. is acidic to eat. is carnivorous. is strong. Reference monst.c#line1634 The black naga is capable of spitting acidic venom at you from a distance. Generation Four adult black nagas appear on the fourth variant of Medusa's Island. N golden naga Difficulty 13 Attacks Bite 2d6, Magic 4d6 spell-casting N golden naga Difficulty 13 Attacks Bite 2d6, Magic 4d6 spell-casting Base level 10 Base experience 239 Speed 14 Base AC 2 Base MR 70 Alignment 5 (lawful) Frequency (by normal means) 1 (Very rare) Genocidable Yes Weight 2600 Nutritional value 400 Size Huge Resistances Poison Resistances conveyed Poison (67%) A golden naga: cannot pick up items. has no limbs. has a serpent body. has a thick hide. can lay eggs. is omnivorous. is strong. Reference monst.c#line1642 The golden naga is the sole spellcaster of the monster class, and a dangerous one at that. Their available spells include destroy armor, curse items and drain strength, and they may haste self and/or become invisible before you can catch sight of them. Generation Golden nagas often generate peaceful for a lawful character. Strategy Magic resistance can blunt the worst of their spells' impact. N guardian naga Difficulty 16 Attacks Bite 1d6 paralysis, Spit 1d6 blinding venom, Hug 2d4 N guardian naga Difficulty 16 Attacks Bite 1d6 paralysis, Spit 1d6 blinding venom, Hug 2d4 Base level 12 Base experience 295 Speed 16 Base AC 0 Base MR 50 Alignment 7 (lawful) Frequency (by normal means) 1 (Very rare) Genocidable Yes Weight 2600 Nutritional value 400 Size Huge Resistances Poison Resistances conveyed Poison (80%) A guardian naga: cannot pick up items. has no limbs. has a serpent body. has a thick hide. can lay eggs. is poisonous to eat. is omnivorous. is strong. Reference monst.c#line1649 The guardian naga is the fastest of the nagas, and arguably the strongest. Although they lack the golden naga's spellcasting prowess, they can paralyze you with their bite attack and spit blinding venom. They have a bearhug attack defined in the source, but may not use it against you: bearhug attacks require hitting with two prior attacks in the same turn, but guardian nagas never meet this condition due to skipping their spit attack in melee combat. The attack still contributes to their experience reward, and they use it readily in combat against other monsters. 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. Guardian nagas can use their hug attack, which is now an eel-style "wrap" attack. Nagas can't inhabit water squares, so they can't drown you. Generation Guardian nagas are the second quest monster in the Rogue quest, and have a 14% chance to be generated within the branch. Several more guardian nagas will be generated upon entering each floor below the Home level. Strategy A ring of free action is very useful against guardian nagas, especially if you lack ranged options to drop them before they can close in. History All nagas were introduced to the game in NetHack 3.0.0. Origin Wikipedia has an article about: Nāga The Nāga (feminine "Nagi") are creatures that appear in Dungeons &amp; Dragons, which in turn derives them from a supernatural race of half-human half-serpent beings that can occasionally take human form, and hold cultural significance in the folkloric traditions of many South Asian and Southeast Asian cultures over the past two millennia. Their most common depiction is that of a snake with a human head, which the default tiles of NetHack draw from—other iconographic depictions portray them as human from the waist up and snake from the waist down, wholly human with snakes on the heads and necks, or even as common serpents. Various south and southeastern Asian cultures also portray Nāgas as having multiple usually-serpentine heads. Encyclopedia entry The naga is a mystical creature with the body of a snake and the head of a man or woman. They will fiercely protect the territory they consider their own. Some nagas can be forced to serve as guardians by a spellcaster of great power.
# Deferred and defunct features (SlashTHEM) SlashTHEM was once a variant of Slash'EM Extended v75 - from the v0.8.0 release up until v0.9.3 and 0.9.4, a "Great Cleanup" occurred that either reverted or removed many of those features in order to bring the game much closer to vanilla SLASH'EM, though with some influence from earlier versions of Slash'EM Extended remaining, and subsequently iterate from that point. Some of these removed and reverted features from Slash'EM Extended still remain in the code in a partial form - these deferred and defunct features for SlashTHEM are listed below. For the sake of brevity, this article will focus on features that still have code in the most recent post-"Great Cleanup" version; as of October 5th, 2022, the latest version of SlashTHEM is v0.9.7. Contents 1 Quests and artifacts 2 Starting races 2.1 Asgardian 2.2 Gigant 2.3 Ogro 2.4 Trollor 3 Starting roles 3.1 Goff 3.2 Psion 3.3 Pokemon 3.4 Zyborg 4 Techniques 4.1 Appraisal 4.2 Create ammo 4.3 Invoke deity 4.4 World fall 5 References Quests and artifacts These racial quests and artifacts from SLASH 6, as well as their associated monsters, were originally deferred in SLASH'EM and removed at some point during SlashTHEM's lifespan; they were reintroduced in commit c1f38b8 and slated for possible future use. SlashTHEM currently has a Lunatic role that acts as a successor to the lycanthrope starting race - as Lunatics use the lycanthrope's racial quest, their quest artifact, leader, guardians, and nemesis are all unchanged. All the listed features below are defunct unless marked otherwise. Race Quest Quest artifact Quest leader Quest guardian Quest nemesis Doppelganger Doppelganger quest The Medallion of Shifters Master Shifter Shifter Transmuter Drow Drow quest The Tentacle Staff Lolth drow† Earendil Dwarf Dwarf quest The Arkenstone Thorin dwarf warrior Smaug Gnome Gnome quest The Pick of Flandal Steelskin Ruggo the Gnome King† gnome warrior† Lareth Hobbit Hobbit quest The One Ring Bilbo Baggins proudfoot Gollum Lycanthrope Lycanthrope quest The Staff of Withering† High Lycanthrope† Fiend† Sir Lorimar† (†) Not defunct Starting races While many of the starting races from Slash'EM Extended were cut, some still have remnants of code left behind, and some others that are present in SlashTHEM were renamed and still retain some of their previous traits. Asgardian The Asgardian was a playable race that, among other things, had a 30% chance to gain a random intrinsic the first time they reached a given experience level. Gigant Main article: Giant (starting race)#SlashTHEM The gigant was a starting race that corresponded to playable giants; they were renamed to "giant" in SlashTHEM v0.9.3-0.9.4. Ogro Main article: Ogre (starting race) The ogro was a starting race that corresponded to playable ogres; they were renamed to "ogre" in SlashTHEM v0.9.3-0.9.4. Trollor Main article: Troll (starting race) The trollor was a starting race that corresponded to playable trolls; they were renamed to "troll" in SlashTHEM v0.9.3-0.9.4. Starting roles While many roles were removed, some roles previously in Slash'EM Extended are still present in the code of SlashTHEM; two roles in particular were deferred pending a complete rewrite, according to comments by the developer.[1][2] Quest nemeses and other monsters tied to some of these roles can be found within the code of monst.c as well. Goff The Goff was a role derived from My Immortal, an infamous Harry Potter fanfiction known for its convoluted narrative and constant digressions, and commonly cited as one of the worst works of fanfiction ever written; the work has also been speculated to be a satire or elaborate "troll" hoax. The work's author self-identified as "Tara Gilesbie" - this name was used for the Goff quest nemesis, T, who still exists within the code of monst.c in SlashTHEM.[3] Psion The Psion was a role that does not seem to be related to the Psions of ZAPM, and is slated for a potential rewrite in the future.[2] The data of monst.c contains entries for the Psion quest leader and quest nemesis: the leader is the Psi Master, @, and the nemesis is Master Sabrina, @.[4][5] Master Sabrina may be based on Sabrina, a Psychic-type Gym Leader from the Pokémon franchise. Pokemon The Pokemon was a role with a signature poke ball technique that it could use to try and tame monsters, and is slated for a potential rewrite in the future.[1] The poke ball technique had an increased chance of working on monsters with the M3_PETTY and M3_POKEMON tags, both of which are also unused in SlashTHEM, and references to the technique exist in the role's deferred data and a few other files within the game. The data of monst.c contains entries for the Pokemon quest leader and quest nemesis, as well as the quest guardians: the leader is Dr. Wusiji, @, the nemesis is Ho-Oh, B, and the guardians are Pokemon trainers, @.[6][7][8] In the Pokémon franchise, Pokémon trainers are people who catch the eponymous monsters to collect them and/or battle alongside them; the poke ball technique is meant to simulate the Poké Balls used to catch and store Pokémon. Ho-Oh is based on the legendary Pokémon of the same name from the franchise, while Dr. Wusiji is the name used for Professor Elm in Pokémon Vietnamese Crystal, a bootleg of one of the games infamous for its poor translation job. Zyborg The Zyborg was a role that gained random techniques from leveling up, among other traits. Their quest nemesis is Master Brain, @, who still exists within the code of monst.c, and is based on the Masterbrain from Fallout 3.[9] Techniques Of the techniques that were introduced in Slash'EM Extended, only a handful remain. Four of them - appraisal, booze, create ammo and world fall - are still listed among the defined techniques inherited from Slash'EM Extended in include/tech.h, with a reminder to possibly remove them at some point. However, the booze technique is still actively used, and serves as the signature technique of the Drunk role - the others are among the unused techniques listed below. Appraisal Appraisal is a technique that was available to nearly every race; unlike create ammo and worldfall, the functions of the technique were preserved, but are not used by any race or role in SlashTHEM. Using this technique would allow you to determine the enchantment value or amount of charges for your currently wielded item. Its main use was for weapons, though their enchantment could also be determined via the weapon practice technique on occasion; upon appraising a weapon, there would be a 200-turn timeout, and if used on something other than a weapon, it would take about 2000 turns instead. This timeout would still apply if the wielded item could not have an enchantment value or any amount charges (e.g. potions), or if the enchantment or charge amount was already known. Create ammo Create ammo is a a technique that was available to a few roles, including the Pokemon. The technique would add (techlevel+1) bullets to the inventory, unless it was full; every individual bullet had its own chance of being blessed, cursed or having a random positive or negative enchantment. After use, the player would have to wait a random time in order to use it again; the timeout was usually around 500 turns. Invoke deity Invoke deity is a commented-out technique that was available to nearly every race; when used, it would hurt or heal you based on your alignment record. A positive alignment record resulted in healing and decreased timeout for prayer, while a negative alignment record resulted in taking damage and increased prayer timeout - if you alignment record was exactly zero, nothing happened. Using this technique broke atheist conduct, and had a timeout of about 3000 turns; negative effects would not (further) anger your god. World fall World fall is a technique that was available to a few roles, including the Pokemon. The technique would kill all monsters on the current level, hostile and otherwise, with a level is lower than the technique's level; unique monsters and quest nemeses were immune. The cooldown length was a random number of turns, but usually it would take at least 10,000 turns to recharge. References ↑ 1.0 1.1 SlashTHEM 0.9.7 role.c, line 952 ↑ 2.0 2.1 SlashTHEM 0.9.7 role.c, line 1009 ↑ SlashTHEM 0.9.7 monst.c, line 6955 ↑ SlashTHEM 0.9.7 monst.c, line 6535 ↑ SlashTHEM 0.9.7 monst.c, line 7061 ↑ SlashTHEM 0.9.7 monst.c, line 6461 ↑ SlashTHEM 0.9.7 monst.c, line 7222 ↑ SlashTHEM 0.9.7 monst.c, line 7325 ↑ SlashTHEM 0.9.7 monst.c, line 7061
# Horror (dNetHack) UUU horror File:Shambling horror.png File:Stumbling horror.png File:Wandering horror.png Difficulty randomized Attacks randomized UUU horror File:Shambling horror.png File:Stumbling horror.png File:Wandering horror.png Difficulty randomized Attacks randomized Base level randomized Base experience randomized Speed randomized Base AC randomized Base MR randomized Alignment randomized Frequency (by normal means) 1 (Very rare) Genocidable No Weight randomized Nutritional value randomized Size randomized Resistances randomized Resistances conveyed randomized The horror is a type of monster appearing in dNetHack. They are part of the U class, which in dNetHack indicates an "unknown abomination". There are three species—the shambling horror, stumbling horror and wandering horror; the statistics for each of these species are randomized every game. Generation Each game, the following attributes are randomized for each type of horror: The speed is anywhere from 6 to 18 (slow to fast) The AC is anywhere from 10 to −20 The MR is anywhere from 0 to 100 The alignment is anywhere from 8 to −8. The size can be anything from tiny to gigantic. The corpse weight and nutrition will match the size, but horrors will normally never leave a corpse. The sounds they produce will always be a random humanoid sound. The horror will have one random type of internal organs: none, normal, or non-differentiated (homogenous) organs. The horror will have a level based on its attacks and flags, with a minimum level of 11. If the horror should have a level below 11 based on attacks and flags, the entire horror will be re-randomized. A horror has up to 4 attacks, each with a random attack type and damage type: The damage types encompass almost every type in the game, excluding Rider-only attacks, lycanthrope attacks, seduction (nymph or foocubus) attacks, and lethe attacks. Not every damage type is possible for each attack type; inclusions are mostly based on whether there is a pre-existing monster with that attack combination already. The horror then gets up to 17 flags of each type (resistances, resistances conveyed, movement pattern, etc.), with the following conditions: The horror will never be polymorphable, always hostile, and never a werecreature. Any contradictory flags (such as MT_ANIMAL and MT_MINDLESS) are filtered out, with one chosen from the set.
# Options Contents 1 Configuration file 2 In-game 3 Command line 4 Options 4.1 AUTOCOMPLETE 4.2 acoustics 4.3 align 4.4 autodescribe 4.5 autodig 4.6 autoopen 4.7 autopickup 4.8 AUTOPICKUP_EXCEPTION 4.9 autoquiver 4.10 BIND 4.11 blind 4.12 bones 4.13 boulder 4.14 catname 4.15 character 4.16 checkpoint 4.17 checkspace 4.18 CHOOSE 4.19 clicklook 4.20 cmdassist 4.21 confirm 4.22 dark_room 4.23 disclose 4.24 dogname 4.25 extmenu 4.26 female 4.27 fixinv 4.28 force_invmenu 4.29 fruit 4.30 gender 4.31 goldX 4.32 help 4.33 herecmd_menu 4.34 hilite_pet 4.35 hilite_pile 4.36 hilite_status 4.37 hitpointbar 4.38 horsename 4.39 ignintr 4.40 implicit_uncursed 4.41 legacy 4.42 lit_corridor 4.43 lootabc 4.44 mail 4.45 male 4.46 mention_walls 4.47 menucolors 4.48 menustyle 4.49 menu_deselect_all 4.50 menu_deselect_page 4.51 menu_first_page 4.52 menu_headings 4.53 menu_invert_all 4.54 menu_invert_page 4.55 menu_last_page 4.56 menu_next_page 4.57 menu_objsyms 4.58 menu_overlay 4.59 menu_previous_page 4.60 menu_search 4.61 menu_select_all 4.62 menu_select_page 4.63 menu_tab_sep 4.64 msghistory 4.65 msg_window 4.66 MSGTYPE 4.67 name 4.68 news 4.69 nudist 4.70 null 4.71 number_pad 4.72 packorder 4.73 paranoid_confirmation 4.74 perm_invent 4.75 pettype 4.76 pickup_burden 4.77 pickup_thrown 4.78 pickup_types 4.79 pile_limit 4.80 playmode 4.81 pushweapon 4.82 race 4.83 rest_on_space 4.84 role 4.85 roguesymset 4.86 rlecomp 4.87 runmode 4.88 safe_pet 4.89 sanity_check 4.90 scores 4.91 showexp 4.92 showrace 4.93 showscore 4.94 silent 4.95 sortloot 4.96 sortpack 4.97 SOUND 4.98 sparkle 4.99 standout 4.100 status_updates 4.101 statushilites 4.102 statuslines 4.103 suppress_alert 4.104 symset 4.105 time 4.106 timed_delay 4.107 tombstone 4.108 toptenwin 4.109 travel 4.110 verbose 4.111 vt_tiledata 4.112 whatis_coord 4.113 whatis_filter 4.114 whatis_menu 4.115 whatis_moveskip 4.116 windowtype 4.117 wizkit 4.118 zerocomp 5 Window Port Customization Options 5.1 align_message 5.2 align_status 5.3 ascii_map 5.4 color 5.5 eight_bit_tty 5.6 font_map 5.7 font_menu 5.8 font_message 5.9 font_status 5.10 font_text 5.11 font_size_map 5.12 font_size_menu 5.13 font_size_message 5.14 font_size_status 5.15 font_size_text 5.16 fullscreen 5.17 large_font 5.18 map_mode 5.19 mouse_support 5.20 player_selection 5.21 popup_dialog 5.22 preload_tiles 5.23 scroll_amount 5.24 scroll_margin 5.25 selectsaved 5.26 softkeyboard 5.27 splash_screen 5.28 tile_width 5.29 tile_height 5.30 tile_file 5.31 tiled_map 5.32 use_darkgray 5.33 use_inverse 5.34 vary_msgcount 5.35 windowcolors 5.36 wraptext 6 Platform-specific Customization options 6.1 altkeyhandler 6.2 altmeta 6.3 BIOS 6.4 DECgraphics 6.5 flush 6.6 IBMgraphics 6.7 MacGraphics 6.8 page_wait 6.9 rawio 6.10 soundcard 6.11 subkeyvalue 6.12 video 6.13 videocolors 6.14 videoshades 7 References The game options affect the look and feel of the game. They can be changed: permanently in the configuration file at one of the following locations: Windows (as of Nethack 3.6.2): .nethackrc located in %USERPROFILE%\NetHack\) DOS and Windows (before 3.6.2): defaults.nh in the same directory as nethack.exe or nethackW.exe) Unix (unix-based or unix-like systems, including macOS and Linux): ~/.nethackrc pre-OSX-Mac and BeOS: NetHack Defaults Amiga, Atari, OS/2 and VMS: NetHack.cnf temporarily by using the in-game options screen, accessible by pressing shift&nbsp;+ o in the game each time the game is run, on the command line. when the game is compiled. There are two types of options, boolean and compound options. Boolean options toggle a setting on or off, while compound options take more diverse values. Configuration file Options are usually prefixed by 'OPTIONS=' on each line. Name a boolean option in the configuration file to turn it on, and prefix it with 'no' or '!' to turn it off. Options can be combined into one line for brevity: OPTIONS=boulder:0, color, autodig, !cmdassist, norest_on_space For compound options, the option name and value are separated by a colon: OPTIONS=catname:Mirri The above two lines set boulder to 0, enable color and autodig, disable cmdassist and rest_on_space, and set your cat's name to Mirri. Any line beginning with a '#' is a comment; i.e. the line is ignored. Persistent options: Some options are marked persistent, and are saved and reloaded along with the game. Changing a persistent option in the configuration file applies only to new games. If a configuration file does not exist, create a new one that's appropriate for your system with a text file editor. (For Mac macOS Terminal, use ~/.nethackrc instead of NetHack Defaults) In-game The in-game configuration menu is brought up by pressing shift&nbsp;+ o. It is similar to an item selection menu, where you use alphabetic letters to select which options to change. Boolean options are toggled on or off, while you are prompted to enter new values for compound options. Some options cannot be changed in-game. Command line You can also set options from the command line by setting the NETHACKOPTIONS environment variable. If the value starts with '\' or '/' or '@', it is considered to be a config file name. For example: NETHACKOPTIONS=boulder:0, color, autodig or NETHACKOPTIONS=@/home/username/.nethackrc Options AUTOCOMPLETE Enable or disable autocompletion when entering particular extended commands. Listing them in a comma-separated list enables, prefixing with ! disables. Example: AUTOCOMPLETE=zap,!annotate acoustics Enable messages about what your character hears. Boolean option, defaults to TRUE. align Your starting alignment. Compound option, with possible values of lawful, neutral, chaotic, or random. The first letter may be given alone. Prefix with&nbsp;! to exclude that alignment from being picked randomly. Cannot be set in-game. Example that excludes chaotic: OPTIONS=align:!c autodescribe Automatically describe the terrain under cursor when asked to get a location on the map. The whatis_coord option controls whether the description includes map coordinates. It can be toggled by typing # while targeting. autodig Automatically dig, if you're wielding a digging tool and moving into a place that can be dug. Boolean option, defaults to FALSE. Can be set in-game. Persistent. autoopen Walking into a door attempts to open it. Boolean option, defaults to TRUE. Persistent. autopickup Main article: Autopickup Automatically pick up things onto which you move. See also pickup_types, pickup_burden, pickup_thrown, and Autopickup_exceptions. Boolean option, defaults to TRUE. Can be set in-game. AUTOPICKUP_EXCEPTION Main article: Autopickup_exception Autopickup exceptions allow you to specify particular expression matches for more nuanced autopickup usage. See the main article for usage information. autoquiver Automatically quiver some suitable weapon if your quiver empties when firing. Boolean option, defaults to FALSE. Can be set in-game. Persistent. BIND Change the key bindings of special keys, menu accelerators, or extended commands. You can specify multiple bindings for a single command. The format is a comma-separated list, with colon-separated keybinding and command. A binding overrides an existing key usage. Example: BIND=!:loot,^v:untrap,M-x:terrain See Binding keys for a more detailed description and a list of bindable special commands. blind Start the character permanently blind. Boolean option, defaults to FALSE. Persistent. bones Allow saving and loading bones files. Boolean option, defaults to TRUE. Persistent. boulder Set the symbol used to display boulders. For example boulder:0 Compound option with default value of `. Can be set in-game. Can also be defined using ASCII value, and without the OPTIONS prefix simply as BOULDER=48 For example, BOULDER=64 would be equal to OPTIONS=boulder:@. See also Custom map symbols#BOULDER This option has been superseded by the SYMBOLS= format described in the symset option, though this method still functions. catname Set the name of your starting cat. Compound option, and it cannot be set within game. See also dogname and horsename. Example: OPTIONS=catname:Whiskers character Synonym for role. checkpoint Save game state after each level change, for possible recovery after program crash. Boolean option, defaults to TRUE. Can be set in-game. checkspace Check free disk space before writing files to disk. You may have to turn this off if you have more than 2 GB free space on the partition used for your save and level files. A boolean option, defaults to on. Only applies when MFLOPPY was defined during compilation. CHOOSE Choose at random one of the comma-separated parameters as an active section name. Lines in other sections are ignored. This allows for a fine-tuned options set for particular roles. Example: CHOOSE=char A,char B [char A] OPTIONS=role:arc,race:dwa,align:law,gender:fem [char B] OPTIONS=role:wiz,race:elf,align:cha,gender:mal clicklook Allows looking at things on the screen by navigating the mouse over them and clicking the right mouse button. Boolean option, defaults to FALSE. cmdassist NetHack provides some additional command assistance when it detects some anticipated mistakes. Boolean option, defaults to TRUE. Can be set in-game. confirm Have user confirm attacks on peaceful creatures. Boolean option, defaults to TRUE. Can be set in-game. Persistent. dark_room Draw unseen (line-of-sight blocked) areas of lit rooms as if they were unlit. Boolean value, defaults to FALSE. Persistent. disclose Controls the prompts at the end of the game. Possible values are i - disclose your inventory a - disclose your attributes v - summarize monsters you've killed g - list genocided monsters c - display conduct o - display dungeon overview Each of those values can be preceded with a value that tells how it behaves. The possible values are y - prompt, defaults to yes n - prompt, defaults to no + - disclose without prompting - - don't disclose, don't prompt The listing of killed monsters can be sorted, so there are two additional choices for v: ? - prompt you and default to ask on the prompt; # - disclose it without prompting, ask for sort order. For example OPTIONS=disclose:yi na +v -g -c -o Persistent. dogname Set the name of your starting dog. Compound option, and it cannot be set within game. See also catname and horsename. Example: OPTIONS=dogname:Cujo extmenu Does extended commands interface pop up a menu? Boolean option, defaults to FALSE. Only implemented for the TTY windowport. female An obsolete synonym for gender:female. Cannot be set in-game. A user has suggested improving this page or section as follows: "Since it is "obsolete" can we delete this section? It is handled by the gender option." fixinv An object's inventory letter sticks to it when it's dropped, so when you pick it up again, it will have the same inventory letter, unless there is already another item in your inventory using that letter. Boolean option, defaults to TRUE. Can be set in-game. Persistent. force_invmenu Commands asking for an inventory item will show a menu instead of a text query with possible menu letters. Boolean option, default is FALSE. fruit Set the name of the user-definable fruit. Compound option, takes a string, with a default value of slime mold. Can be set in-game. gender Sets the gender of your character. A compound option, with possible values of male, female, or random. Default value is to pick an appropriate gender randomly. Cannot be set in-game. goldX When filtering objects based on blessed/cursed state (BUCX), this options specifices whether to include gold as X (unknown state) when on, and U (uncursed) when off. Default is off. help If more information is available for an object looked at with the what is / command, ask if you want to see it. Boolean option, defaults to TRUE. Can be set in-game. Persistent. herecmd_menu When using a windowport that supports mouse and clicking on yourself or next to you, show a menu of possible actions for the location. Same as herecmdmenu and therecmdmenu commands. hilite_pet Visually distinguish pets from similar animals (This includes both your starting pet and any monsters you happen to tame along the way). Boolean option, defaults to FALSE. Can be set in-game. hilite_pile Visually distinguish piles of objects from individual objects. Boolean option, defaults to FALSE. hilite_status If the statushilites option is set, this option allows you to customize your game display by setting thresholds to change the color or appearance of fields in the status bar. This is an "experimental feature" in NetHack 3.6.0 (in particular, it is missing from all official binaries, but most public servers enable it). In NetHack 3.6.1, it has been changed significantly and uses some different syntax. For a full guide on configuring status hilites, see Status hilites. The whole feature can be disabled by turning the statushilites option off. hitpointbar Show a hit point bar graph behind your name and title. Only available for TTY and Windows GUI, and only when statushilites is on. horsename Set the name of your starting horse. Compound option, and it cannot be set within game. See also catname and dogname. ignintr Ignore interrupt signals, including breaks. Boolean option, defaults to FALSE. Not implemented on Mac. Can be set in-game. Persistent. implicit_uncursed Omit "uncursed" from inventory lists, if possible. Boolean option, defaults to TRUE. legacy Display an introductory message when starting the game. Boolean option, defaults to TRUE. Cannot be set in-game. lit_corridor Distinguish visually between lit and unlit corridors. Boolean option, defaults to FALSE. Can be set in-game. Persistent. lootabc Use the old a, b and c keyboard shortcuts in the looting menu. Boolean option, defaults to FALSE. Can be set in-game. Persistent. mail Enable mail delivery during the game. Boolean option, defaults to TRUE. Only meaningful if NetHack was compiled with MAIL. Can be set in-game. male An obsolete synonym for gender:male. Cannot be set in-game. A user has suggested improving this page or section as follows: "Since it is "obsolete" can we delete this section? It is handled by the gender option." mention_walls Give feedback when walking against a wall. Boolean value, defaults to FALSE. menucolors Main article: Menucolors Enable coloring menu lines. Boolean value, defaults to FALSE. See main article for how to set menucolors with particular expression matches. menustyle Controls the interface used when you need to choose various objects (in response to the Drop command, for instance). Persistent. Compound option, with following possible values: Option Description traditional prompt for object class characters, followed by an object-by-object prompt for all matching items combination prompt for object classes of interest, then display a menu of matching objects partial skip the object class filtering and immediately display a menu of all objects full display a menu of object classes, and then a menu of matching objects menu_deselect_all Menu character accelerator to deselect all items in a menu. Implemented by the Amiga, Gem, X11 and tty ports. Compound option, with default of '-'. Cannot be set in-game. menu_deselect_page Menu character accelerator to deselect all items on this page of a menu. Implemented by the Amiga, Gem and tty ports. Compound option, with default of '\'. Cannot be set in-game. menu_first_page Menu character accelerator to jump to the first page of a menu. Implemented by the Amiga, Gem and tty ports. Compound option, with default of '^'. Cannot be set in-game. menu_headings Controls how the headings in a menu are highlighted. Compound option, with possible values of none, bold, dim, underline, blink, or inverse. Not all ports can actually display all types. menu_invert_all Menu character accelerator to toggle the selections in a menu. Implemented by the Amiga, Gem, X11 and tty ports. Compound option, with default of '@'. Cannot be set in-game. menu_invert_page Menu character accelerator to toggle the selection on this page of a menu. Implemented by the Amiga, Gem and tty ports. Compound option, with default of '~'. Cannot be set in-game. menu_last_page Menu character accelerator to jump to the last page of a menu. Implemented by the Amiga, Gem and tty ports. Compound option, with default of '|'. Cannot be set in-game. menu_next_page Menu character accelerator to goto the next page of a menu. Implemented by the Amiga, Gem and tty ports. Compound option, with default of '&gt;'. Cannot be set in-game. menu_objsyms Show object symbols in menu headings in menus where the object symbols act as menu accelerators. Boolean option, defaults to FALSE. menu_overlay Do not clear the screen before drawing menus, and align menus to the right edge of the screen. Only for the TTY windowport. Boolean option, defaults to TRUE. menu_previous_page Menu character accelerator to goto the previous page of a menu. Implemented by the Amiga, Gem and tty ports. Compound option, with default of '&lt;'. Cannot be set in-game. menu_search Menu character accelerator to search for a menu item. Implemented by the Amiga, Gem and X11 ports. Compound option, with default of ':'. Cannot be set in-game. menu_select_all Menu character accelerator to select all items in a menu. Implemented by the Amiga, Gem, X11 and tty ports. Compound option, with default of '.'. Cannot be set in-game. menu_select_page Menu character accelerator to select all items on this page of a menu. Implemented by the Amiga, Gem and tty ports. Compound option, with default of ','. Cannot be set in-game. menu_tab_sep Use tabs to separate menu names from their values. This option is only shown when in wizard-mode, and is only meant for testing purposes. msghistory Number of message-window messages to save. Compound option, takes a positive number, with default of 20. Maximum and minimum values depend on the window port; For the TTY, X11 and Gem ports the minimum is 20 and maximum 60. Cannot be set in-game. msg_window How to show the latest messages recalled with ^P. Compound option, with the following possible values: Option Description single show single message combination two messages as single, then as full full full window, oldest message first reversed full window, newest message first You can use the first letter of an option to specify that option. For backwards compatibility, no value needs to be given; in that case defaults to 'full', or it can be negated like a boolean option, in which case defaults to 'single'. Can be set in-game only if playing the TTY windowport. MSGTYPE Main article: MSGTYPE Can be used to hide obnoxious messages or emphasize dangerous ones. See main article for how to use MSGTYPEs. name The name of your character. Compound option, defaults to your user name. If set to player, then NetHack will ask for the user name, even on systems where it normally wouldn't. If suffixed with dash and character role letter (one of -A -B -C -H -K -M -P -Ra -Ro -S -T -V -W), then also defines the character role, or if suffixed with -@, then selects a random role. Cannot be set in-game. news Read the NetHack news file at start of game, if present. Boolean option, defaults to TRUE. nudist Start the character with no armor. Boolean option, defaults to FALSE. Persistent. null Send padding NULLs to terminal. A boolean, defaults to FALSE. Only used if you compiled NetHack with TERMCAP and without TIMED_DELAY. Persistent. number_pad Use the number keys to move instead of hjklyubn. Valid options are: Option Description 0 move by letters; 'yuhjklbn' 1 move by numbers; digit 5 acts as G movement prefix 2 like 1 but 5 works as g prefix instead of as G 3 by numbers using phone key layout; 123 above, 789 below 4 combines 3 with 2; phone layout plus MSDOS compatibility, where 5 means g, alt&nbsp;+ 5 means G, and alt&nbsp;+ 0 mean I -1 by letters but use z to go northwest, y to zap wands (for German keyboards) With number_pad set to 1, 2, 3, or 4, counts need to be prefixed with n (n50s to search 50 times). Also, some extended commands are available in a short form (l performs #loot, u performs #untrap, etc). For backwards compatibility, number_pad without a value is synonymous to number_pad:1. packorder Sets the order of item classes shown in inventory. Compound option, takes a string of up to 14 characters, with default values of ")[%?+!=/(*`0_. Omitted types are filled in at the end from the previous order. Can be set in-game. Persistent. paranoid_confirmation A space-separated list of specific situations where alternate prompting is desired. The default is paranoid_confirmation:pray. Option Description Confirm for any prompts which are set to require "yes" rather than 'y', also require "no" to reject instead of accepting any non-yes response as no quit require "yes" rathern than 'y' to confirm quitting the game or switching into non-scoring explore mode die require "yes" rather than 'y' to confirm dying (applies only to explore mode) bones require "yes" rather than 'y' to confirm saving bones data when dying in debug mode attack require "yes" rather than 'y' to confirm attacking a peaceful monster pray require 'y' to confirm an attempt to pray rather than immediately praying; on by default wand-break require "yes" rather than 'y' to confirm breaking a wand. (NetHack 3.6.2 only) Were-change require "yes" rather than 'y' to confirm changing form due to lycanthropy when hero has polymorph control. (NetHack 3.6.2 only) Remove require selection from inventory for R and T commands even when wearing just one applicable item all turn on all of the above The following information pertains to an upcoming version (NetHack 3.7.0). If this version is now released, please verify that it is still accurate, then update the page to incorporate this information. This commit introduces paranoid_confirmation:swim, which will prevent you from walking onto water or lava unless you prefix the movement with m. By default, the pray choice is enabled, the others disabled. To disable it without setting any of the other choices, use paranoid_confirmation:none. To keep it enabled while setting any of the others, include it in the list: OPTIONS=paranoid_confirmation:attack pray Remove perm_invent Show permanent inventory window. Boolean option, defaults to FALSE. Not used on TTY. Can be set in-game. Persistent. pettype Sets your preferred pet type. A compound option, with possible value of cat, dog, or use none to start a game without a pet. Cannot be set in-game. pickup_burden Prompt for confirmation before picking up items that will push the character's encumbrance past a given level -- Unencumbered, Burdened, streSsed, straiNed, Overtaxed, or overLoaded. This will not prompt the player when picking up a loadstone.[1] Defaults to S. Persistent. pickup_thrown If this option is on and autopickup is also on, try to pick up things that you threw, even if they aren't in pickup_types or match an autopickup exception. Boolean option, defaults to TRUE. Persistent. pickup_types Specify the object types to be picked up when autopickup is on. Default is all to pick up all types. For example "pickup_types:?!/" would pick up all scrolls, potions and wands. Persistent. pile_limit When walking across a pile of objects on the floor, threshold at which the message "there are few/several/many objects here" is given instead of showing a popup list of those objects. A value of 0 means "no limit" (always list the objects); a value of 1 effectively means "never show the objects" since the pile size will always be at least that big; default value is 5. Persistent. playmode Values are normal, explore, or debug. Allows selection of explore mode (also known as discovery mode) or debug mode (also known as wizard mode) instead of normal play. Debug mode might only be allowed for someone logged in under a particular user name (on multi-user system) or it might be disabled entirely. Requesting it when not allowed or not possible results in explore mode instead. NAO has both Explore and Debug modes disabled entirely. Default is normal play. pushweapon If you wield something when you are already wielding something else, the old weapon is pushed into the alternate weapon slot. Boolean option, defaults to FALSE. Can be set in-game. Persistent. race Set your character's race. A compound option, with possible values of human, elf, dwarf, gnome, orc, or random, with default of random. If you prefix a ! to the value, you can exclude that race from being picked randomly. Cannot be set in-game. Persistent. rest_on_space Space waits for a turn. This is considered by some as a very easy way to get killed. Boolean option, defaults to FALSE. Can be set in-game. Persistent. role Set your character's role. Can also be random. A compound option. See name option for an alternate method of specifying your role. Normally only the first letter of the value is examined, with r being the exception with Rogue, Ranger, and random values. If you prefix an option with !, you can exclude that role from being picked randomly. Cannot be set in-game. Persistent. roguesymset This option may be used to select one of the named symbol sets found within the symbols file to alter the symbols displayed on the screen on the rogue level. rlecomp When writing out a save file, perform a run length compression of the map. Not all ports support run length compression. It has no effect on reading an existing save file. runmode Set the screen updating interval for multi-turn actions, eg. running or traveling. Can be set in-game. Compound option with the following possible values: Option Description teleport update the map after movement has finished run update the map after every seven or so steps (default) walk update the map after each step crawl like walk, but pause briefly after each step safe_pet Prevents you from (knowingly) attacking your pet by moving into it. TRUE is the best setting as attacking a pet, should you wish to, is easily accomplished using the fight command. Boolean option, defaults to TRUE. Can be set in-game. sanity_check This option turns on debugging output, and is only available in wizard mode. Boolean option, defaults to FALSE. scores Control what part of hiscore list to show at the end of game. Compound option. Can be set in-game. Persistent. Accept the following options, separated by spaces: o - show my own score. Can be prefixed with ! to not show own score. Xa - show X scores around own score Xt - show X scores from the top For example: OPTIONS=scores:10t 2a o showexp Displays the exact number of experience points next to your experience level on the status line. Useful for seeing how close you are to the next level, but it may increase the length of the status line a lot, pushing important notifications (like Hungry, Ill, FoodPois, etc.) off the end. Boolean option, defaults to FALSE. Can be set in-game. Persistent. showrace Uses the symbol for your race instead of @. That's h for dwarves, o for orcs and G for gnomes. Elves are still @. This could be useful for reminding you not to genocide your racial glyph but is not widely used. Boolean option, defaults to FALSE. Can be set in-game. showscore Shows your approximate accumulated score on the bottom line. Boolean option, defaults to FALSE. Can be set in-game. Persistent. Only available if NetHack was compiled with SCORE_ON_BOTL. silent Stops your terminal's bell sounding. Boolean option, defaults to TRUE. Can be set in-game. Persistent. sortloot Controls the sorting behavior of the pickup lists for inventory and #loot commands and some others. Persistent. The possible values are: Option Description full always sort the lists loot only sort the lists that don't use inventory letters, like with the #loot and pickup commands none show lists the traditional way without sorting sortpack Groups similar kinds of objects in your inventory. TRUE is highly recommended. Boolean option, defaults to TRUE. Can be set in-game. Persistent. SOUND Main article: User sounds Allows user-defined sound file to be played when a message is shown. sparkle Display sparkly effect for resisted magical attacks (e.g. a fire attack on a fire-resistant monster). It can be helpful to turn this off on the Plane of Fire, otherwise a dozen or more sparkles will occur per turn. See also timed_delay. Boolean option, defaults to TRUE. Can be set in-game. Persistent. standout Uses standout mode (reverse video) for displaying "--More--". Boolean option, defaults to FALSE. Can be set in-game. Persistent. status_updates Allow updates to the status lines at the bottom of the screen (default true). statushilites Controls how many turns status hilite behaviors highlight the field. If negated or set to zero, disables status hiliting. Only useful when you have status hilite rules configured; see the hilite_status option for more information. statuslines Allows you to choose whether your status bar has 2 or 3 lines. Can also be set during the game. Your user interface must support at least 25 rows, when using the value of 3. This is especially useful in Curses interface. suppress_alert Prevent alert notification messages about feature changes in a NetHack version and the previous versions. Compound option, accepts a string describing a NetHack version. Can be set in-game. Currently only one use, which is to prevent the quiver and quit-command changes: OPTIONS=suppress_alert:3.3.1 symset Main article: symset Select the symbols used to display the game. Replaces the DECgraphics, IBMgraphics, and MACgraphics options. NHAccess (Recommended for blind players) MACgraphics IBMGraphics_2 IBMGraphics_1 IBMgraphics DECgraphics Individual symbols may be set using the following format: SYMBOLS=S_boulder:0 SYMBOLS=S_golem:7 SYMBOLS=S_ghost:8 For a complete list of symbol names, please see the symset article. time Displays elapsed game time, in turns, on the status line. Very useful for estimating prayer timeouts, spell lifespan, and more. Boolean option, defaults to FALSE. Can be set in-game. Persistent. timed_delay On TTY interfaces (unix and VMS), use a timer instead of sending extra screen output when attempting to pause for a display effect. On MSDOS without the termcap lib, chooses whether or not to pause for visual effect. See also sparkle. Boolean option, defaults to TRUE if configured into the program. Can be set in-game. Persistent. tombstone Prints an ASCII tombstone when you die. Boolean option, defaults to TRUE. Can be set in-game. Persistent. toptenwin Prints the top ten high scores in a window rather than stdout. This isn't very useful unless you are using a GUI version. Boolean option, defaults to FALSE. Can be set in-game. Persistent. travel Enables the travel command. Boolean option, defaults to TRUE. Can be set in-game. Persistent. verbose Chooses whether or not to display certain non-essential messages, such as doors being destroyed. Boolean option, defaults to TRUE. Can be set in-game. Persistent. vt_tiledata Main article: vt_tiledata Boolean option. Turning it on will output extra information in the datastream in the form of escape code "ESC [ ... z", meant for graphical frontends. See also EbonHack. whatis_coord When using the / (what is) or ; (far look) commands to look around on the map with autodescribe on, display coordinates after the description. Also works in other situations where you are asked to pick a location. The possible settings are: c - compass ('east' or '3s' or '2n,4w') f - full compass ('east' or '3south' or '2north,4west') m - map <x,y> (map column x=0 is not used) s - screen [row,column] (row is offset to match tty usage) n - none (no coordinates shown). Default. The whatis_coord option is also used with the sub-commands m, M, o, and O when using /, where the 'none' setting is overridden with 'map'. whatis_filter When using the m, o, d, x or a keys to select a location on the map, allows filtering the possible targets. It can be set by typing " while targeting. It can be set to: n - no filtering (default) v - in view only a - in same area only (e.g. same room or same corridor) The area-filter tries to be slightly predictive; if you're standing on a doorway, it will consider the area on the side of the door you were last moving toward. whatis_menu When using the m, o, d, x or a keys to select a location on the map, uses a menu to pick a target. Otherwise, typing a lowercase letter will cycle through targets from nearest to furthest, and an uppercase letter from furthest to nearest. It can be toggled by typing ! while targeting. Boolean, default off. whatis_moveskip When selecting a location on the map, and using shifted movement keys or meta-digit keys to fast-move, instead of moving 8 units at a time, move by skipping the same glyphs. It can be toggled by typing * while targeting. Boolean, default off. windowtype Select which windowing system to use, such as tty or X11 (default depends on version). Cannot be set in-game. Example: OPTIONS=windowtype:tty wizkit Wizard mode-only option. Specifies the path to a text file that contains a list of item names, one per line, up to a maximum of 128 lines. Each line is processed by the function that handles wishing. For example, if you enter this path to a text file in your config: WIZKIT=wizkit.txt And the contents of wizkit.txt are: blessed monster detection ring of levitation amulet of yendor 2 blessed genocide Then your character start with those items in their inventory, in addition to the normal starting items. zerocomp When writing out a save file, perform zero-comp compression of the contents. Not all ports support zero-comp compression. It has no effect on reading an existing save file. Window Port Customization Options align_message Where to align or place the message window. Compound option, with possible values of top, bottom, left, or right. Cannot be set in-game. align_status Where to align or place the status window. Compound option, with possible values of top, bottom, left, or right. Cannot be set in-game. ascii_map NetHack should display an ASCII character map if it can. Boolean option. Can be set in-game. color Main article: colors NetHack should display color if it can for different monsters, objects, and dungeon features. This option matters only for the TTY windowport. Boolean option, defaults to TRUE on most systems including Windows and Mac. Can be set in-game. In case the default color scheme is hard to distinguish on your monitor, you might want to edit the color preferences in your terminal emulator. If you are looking for colors of the wiki itself, see Category:Function_templates and User:Paxed/ReplaceCharsBlock. eight_bit_tty NetHack should pass eight-bit character values straight through to your terminal. Boolean option, defaults to FALSE. Can be set in-game. font_map NetHack should use a font by the chosen name for the map window. font_menu NetHack should use a font by the chosen name for menu windows. font_message NetHack should use a font by the chosen name for the message window. font_status NetHack should use a font by the chosen name for the status window. font_text NetHack should use a font by the chosen name for text windows. font_size_map NetHack should use this size font for the map window. font_size_menu NetHack should use this size font for menu windows. font_size_message NetHack should use this size font for the message window. font_size_status NetHack should use this size font for the status window. font_size_text NetHack should use this size font for text windows. fullscreen NetHack should try and display on the entire screen rather than in a window. Boolean option, defaults to false. Cannot be set in-game. If the game cannot be displayed in fullscreen through this option and you are using the tty interface, you can usually adjust your terminal emulator configuration to achieve a similar effect (e.g. by increasing the font size). large_font NetHack should use a large font. map_mode NetHack should display the map in the manner specified. Used in Windows port to choose between tiles or different sizes of ASCII. Consult defaults.nh for possible options. mouse_support Use mouse for moving around. A boolean, defaults to FALSE. Is displayed, but cannot be set in-game. player_selection NetHack should pop up dialog boxes, or use prompts for character selection. Compound option. Cannot be set in-game. popup_dialog NetHack should pop up dialog boxes for input. Boolean option, defaults to false. Can be set in-game. preload_tiles NetHack should preload tiles into memory. Boolean option, defaults to true. Cannot be set in-game. scroll_amount NetHack should scroll the display this many map cells when the hero reaches the scroll_margin. A compound option, accepts a positive number. Cannot be set in-game. scroll_margin NetHack should scroll the display when the hero or cursor is this number of cells away from the edge of the window. A compound option, accepts a positive number. Cannot be set in-game. selectsaved NetHack should display a menu of existing saved games for the player to choose from at game startup, if it can. Not all ports support this option. softkeyboard Display an on-screen keyboards; handhelds are most likely to support this. Boolean option, defaults to off. Cannot be set in-game. splash_screen NetHack should display an opening splash screen when it starts up. Boolean option, defaults to yes. tile_width Specify the preferred width of each tile in a tile capable port. Compound option, accepts a positive number. Cannot be set in-game. tile_height Specify the preferred height of each tile in a tile capable port. Compound option, accepts a positive number. Cannot be set in-game. tile_file Specify the name of an alternative tile file to override the default. Compound option. Cannot be set in-game. tiled_map NetHack should display a tiled map if it can. Boolean option, Cannot be set in-game. use_darkgray Use bold black instead of blue for black glyphs (TTY only). Boolean option. use_inverse Displays certain things in reverse video. Boolean option, defaults to FALSE on non-Win32 platforms. Can be set in-game. vary_msgcount NetHack should display this number of messages at a time in the message window. Compound option, accepts a positive number. Cannot be set in-game. Implemented only for the Atari GEM, Win32 GUI and WinCE builds. windowcolors NetHack should display windows with the specified foreground/background colors if it can. Compound option. Cannot be set in-game. OPTIONS=windowcolors:wintype fground/bground where wintype is one of menu, message, status, text, and fground and bground are colors, either a hexadecimal #rrggbb, one of the named colors (black, red, green, brown, blue, magenta, cyan, orange, brightgreen, yellow, brightblue, brightmagenta, brightcyan, white, trueblack, gray, purple, silver, maroon, fuchsia, lime, olive, navy, teal, aqua), or one of Windows UI colors (activeborder, activecaption, appworkspace, background, btnface, btnshadow, btntext, captiontext, graytext, greytext, highlight, highlighttext, inactiveborder, inactivecaption, menu, menutext, scrollbar, window, windowframe, windowtext). Example: OPTIONS=windowcolors:menu white/black message green/yellow status white/blue text #ffffff/#000000 wraptext NetHack port should wrap long lines of text if they don't fit in the visible portion of the window. Boolean, defaults to false. Can be set in-game. Platform-specific Customization options altkeyhandler Select an alternate keystroke handler dll to load. The name of the handler is specified without the .dll extension and without any path information. Win32 only. Cannot be set in-game. NetHack comes with nhdefkey.dll, nhraykey.dll, and nh340key.dll. If you are using a non-US keyboard layout and cannot type the dollar sign or the hash mark, try nhraykey. altmeta Enables extended command shortcuts, such as alt&nbsp;+ d to dip.[2] Boolean option, default is off, except on Amiga. Can be set in-game. Is saved into the savefile.[3] BIOS Use BIOS calls to update the screen display quickly and to read the keyboard (allowing the use of arrow keys to move) on machines with an IBM PC compatible BIOS ROM. Boolean option, default off. OS/2, PC, and ST NetHack only. Cannot be set in-game. DECgraphics Use DEC line-drawing characters. Won't work for all terminals. Boolean option, defaults to TRUE. Can be set in-game. Turning this on sets IBMgraphics to FALSE. Starting with NetHack 3.6.0, this option is equivalent to symset:DECgraphics. flush Prevent typeahead. Boolean option, defaults to off. Only usable on Amiga. Can be set in-game. IBMgraphics Main article: IBMgraphics Use IBM extended characters. Won't work for all terminals. Boolean option, defaults to FALSE. Only implemented for the TTY windowport. Can be set in-game. Starting with NetHack 3.6.0, this option is equivalent to symset:IBMgraphics. MacGraphics Use Mac-specific character set to display map. A boolean, Mac-only, defaults to on. See also IBMgraphics and DECgraphics. Starting with NetHack 3.6.0, this option is equivalent to symset:MACgraphics. page_wait Show --more-- after a page of messages. A boolean, Macs only, defaults to on. rawio Force raw (non-cbreak) mode for faster output and more bulletproof input (MS-DOS sometimes treats `^P' as a printer toggle without it) Default off, OS/2, PC, and ST NetHack only. Note: DEC Rainbows hang if this is turned on. Cannot be set in-game. soundcard Compound option, defaults to on. Only for the PC NetHack. Cannot be set in-game. subkeyvalue (Win32 tty NetHack only). May be used to alter the value of keystrokes that the operating system returns to NetHack to help compensate for international keyboard issues. OPTIONS=subkeyvalue:171/92 will return 92 to NetHack, if 171 was originally going to be returned. You can use multiple subkeyvalue statements in the config file if needed. Cannot be set in-game. video Set the video mode used. PC NetHack only. Values are autodetect, default, or vga. Setting vga (or autodetect with vga hardware present) will cause the game to display tiles. Cannot be set in-game. videocolors Set the color palette for PC systems using NO_TERMS (default 4-2-6-1-5-3-15-12-10-14-9-13-11, PC NetHack only). The order of colors is red, green, brown, blue, magenta, cyan, bright.white, bright.red, bright.green, yellow, bright.blue, bright.magenta, and bright.cyan. Cannot be set in-game. Note: If the #version-command shows screen control via foo, where foo is one of mactty, BIOS, DJGPP fast, VGA graphics or WIN32 console I/O, then your version of NetHack supports setting videocolors. videoshades Set the intensity level of the three gray scales available (default is videoshades:dark-normal-light, PC NetHack only). If the game display is difficult to read, try adjusting these scales; if this does not correct the problem, try !color. Possible values are the 3 brightnesses (dark, normal, light) separated by hyphens, eg. videoshades:dark-normal-light or videoshades:normal-dark-normal. Cannot be set in-game. References ↑ src/pickup.c in NetHack 3.6.6, line 1404 ↑ esc followed by d on unix systems also works ↑ src/options.c in NetHack 3.6.0, line 54 This page may need to be updated for the current version of NetHack. It may contain text specific to NetHack 3.6.1. Information on this page may be out of date. Editors: After reviewing this page and making necessary edits, please change the {{nethack-361}} tag to the current version's tag or {{noversion}} as appropriate. </x,y>
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# People of secondary interest to NetHack This article is a list of various notable people of secondary interest to the game of NetHack and its variants, explaining each person's works and the contributions to the game that they inspired. Contents 1 Frank Herbert 2 Michael Moorcock 3 Jack Vance 3.1 Influence on variants 4 Fritz Leiber 5 David S. H. Rosenthal 6 References Frank Herbert Wikipedia has an article about: Frank Herbert Frank Herbert (October 8, 1920 – February 11, 1986) was an American science fiction author, best known for the 1965 novel Dune and its five sequels. He also wrote short stories and worked as a newspaper journalist, photographer, book reviewer, ecological consultant, and lecturer. Dune is the best-selling science fiction novel of all time, and considered to be among the classics of the genre. Set in the distant future, it explores various themes: humanity's evolution; planetary science and ecology; and the intersection of religion, politics, economics and power in a future where humankind has undertaken the colonization of space. The most noteworthy features adapted from Dune are the long worm, its teeth and the crysknives that can be fashioned from them. A quote from Frank Herbert's The Dosadi Experiment also provides the encyclopedia entry for the gas spore and its fellow spheres. Michael Moorcock Wikipedia has an article about: Michael Moorcock Michael Moorcock (b. 18 December 1939) is an English writer of science fiction and fantasy who has published literary novels, and is also a successful musician. His best selling works are the "Elric of Melniboné" stories centered around the titular sorcerer, who is frail, anemic and albino - Elric represents a deliberate reversal of clichés associated with Tolkien-inspired fantasy adventures. As emperor of Melniboné Elric can call upon Arioch, a Lord of Chaos and Duke of Hell who serves as the traditional patron of the rulership and alternates between aiding Elric and antagonizing him. Elric is also the wielder of the demonic black blade Stormbringer, which is similarly his greatest asset and greatest hindrance: it confers enough strength and vitality for Elric to shake off his otherwise-required herbal regimen - as well as augmenting his fighting prowess - but the blade instead feeds on the souls of intelligent beings. A recurring theme in the series is how this codependency between sword and wielder brings doom to everything Elric holds dear, despite his best intentions. A significant amount of Moorcock's influence on fantasy is based in his portrayals of the metaphyisical conflict between Law and Chaos - among many other things, this has partly and indirectly influenced the chaotic alignment's portrayal in NetHack. Stormbringer is the weapon gifted to a crowned chaotic character, who their god declares a soul-stealer for "the Glory of Arioch"; this may also reflect Elric's role as the Eternal Champion. Jack Vance Wikipedia has an article about: Jack Vance John Holbrook "Jack" Vance (August 28, 1916 – May 26, 2013) was an award-winning American mystery, fantasy, and science fiction writer who published most of his work under the name Jack Vance. Among Vance's many achievements are the 1984 World Fantasy Award for Life Achievement; Guest of Honor at the 1992 World Science Fiction Convention in Orlando, Florida; becoming the 15th Grand Master of the The Science Fiction and Fantasy Writers of America in 1997; and induction into the Science Fiction Hall of Fame in 2001. Jack Vance's main influence on fiction that is most relevant to NetHack is the "Vancian" magic system, which can be seen in Dungeons &amp; Dragons - the magic system in use is explicitly inspired by Vance's Dying Earth series, where magic users forget learned spells immediately upon casting them, and must re-study in order to cast them again. A Vancian-style system for spellcasting was present in NetHack from versions 1.3d to 3.2.3 - spells had to be learned or transcribed from spellbooks, and successfully learning the spell granted the user a limited number of castings before they had to relearn the spell. This was phased out with NetHack 3.3.0's integration of the Wizard Patch and its revamp of the spellcasting system into one that uses a more traditional system with magic points rather than a set number of uses; however, knowledge of the spell lasts a limited amount of turns, and can be refreshed when necessary by reading the appropriate spellbook (which can themselves be read a limited amount of times). Vance's works have had other varying, indirect influences on NetHack: The Monk quest artifact, The Eyes of the Overworld, is derived from the story of the same name written by Vance. The encyclopedia entry for the sandestin uses an excerpt from another of his stories, Rhialto the Marvellous. Many other monsters and features in variants of NetHack were indirectly influenced by Vance and his works as well. Influence on variants Vecna is a highly-notable D&amp;D villain whose name is an anagram of Vance, and appears in SLASH, SLASH'EM, SlashTHEM, and EvilHack. In D&amp;D lore, he is an incredibly powerful wizard-turned-lich who was betrayed and destroyed by his right-hand servant Kas, who used a powerful sword that Vecna either created or procured for him, depending on the source. Vecna's only remnants from the pitched battle were left hand and eye, which he never recovered even after resurfacing as a demigod - these became powerful artifacts, and at least one can be obtained in each of those variants, typically only by killing Vecna. The term "grue" originated in Jack Vance's Dying Earth series, used to describe a human-bat hybrid predator. The name was then borrowed for the 1977 computer game Zork, where it is most famously remembered as the darkness-dwelling monster that would eat the player character quickly if they ventured too far into any dark area without a light source. While only appearing as a hallucinatory monster in NetHack itself, the devnull tournament had an homage to Zork as one of the many challenges, and the Grue itself is an actual monster in dNetHack. Fritz Leiber Wikipedia has an article about: Fritz Leiber Fritz Reuter Leiber Jr. (December 24, 1910 – September 5, 1992) was an American writer of fantasy, horror, and science fiction. He is considered one of the fathers of "sword and sorcery" fiction, coining the term in response to a 1961 letter from Michael Moorcock in the fanzine Amra. Moorcock initially proposed the term "epic fantasy" as a name for the sort of fantasy-adventure story written by Robert E. Howard - Leiber replied in the journal Ancalagon by suggesting "'sword-and-sorcery' as a good popular catchphrase for the field". Leiber's greatest influence on the "sword and sorcery" genre is the Fafhrd and the Gray Mouser series of stories about a barbarian-and-thief pair of unlikely heroes, taking place in and around the city of Lankhmar - the two titular characters were based on Leiber and his friend, Harry Otto Fischer. Numerous writers have since paid homage to them and its characters; Terry Pratchett's city of Ankh-Morpork in particular bears more than a passing resemblance to Lankhmar. While Pratchett asserted this was unintended on his part, he does lean into it with the mention of a swordsman-thief "The Weasel" and his giant barbarian comrade "Bravd" in the opening scenes of the first Discworld novel. Most of Leiber's influence on NetHack is naturally related to the Rogue role - The Master of Thieves serves as the Rogue quest leader, likely in acknowledgement of the above connection to Pratchett. The pantheon consists of Issek, Mog, and Kos, which are derived from the setting of the Fafhrd stories. In terms of variants, SLASH 6 had the artifact rapier Scalpel, which was modeled after the Gray Mouser's weapon of choice - the artifact still exists as a deferred feature in the data of SLASH'EM, and was finally re-implemented in SlashTHEM as the Mouser's Scalpel. In the Convict patch integrated into many variants, the role of lawful god is given to Ilmater, a male deity from the Forgotten Realms setting of Dungeons &amp; Dragons that is described as similar to the god Issek. David S. H. Rosenthal Wikipedia has an article about: David S. H. Rosenthal David Stuart Holmes Rosenthal (born 1948 in Cambridge, United Kingdom) is a notable British-American computer scientist who also works in digital preservation, and has worked at companies such as Nvidia and Sun. He was once a co-worker of Andries Brouwer, and David's Treasure Zoo is named for him; in Hack 1.0 and Hack 1.0.1, a player whose login name was "david" would encounter the treasure zoo much more frequently.[1] Versions of the game released long after include a rumor hinting at this. The name also has a somewhat ironic connection: During the development of Hack 1.0, one of David's students at the Universiteit van Amsterdam used a wand of digging during their game to tunnel into a shop and steal its inventory, which was then sold back to the shopkeeper. At the time, the shopkeeper had a bottomless wallet and never got angry, so the student's character became extraordinarily rich overnight - this prompted early changes to shopkeeper behavior and inventory, including limiting the size of their wallet, increasing their stats, and making them turn hostile if the player attempts to steal items from them. References ↑ Hack 1.0 mklev.c, line 147
# User talk:Lord NAg Welcome! Welcome! Hi! Welcome, and thanks for contributing to NetHackWiki! The How to help and Style guide pages are excellent starting points. Recent changes is a great first stop, because you can see what other people are editing right this minute, and where you can help. Questions? Need help? You can ask on my talk page, at the Community Portal or on the talk page associated with each article! Just remember to sign those posts with four tildes: ~~~~. That will expand to create a signature. I'm really happy to have you here, and look forward to working with you! -- Shijun (Talk) 23:12, April 21, 2009
# Canine Contents 1 Jackal 1.1 Encyclopedia entry 2 Fox 2.1 Encyclopedia entry 3 Coyote 3.1 List of coyote names 3.2 Encyclopedia entry 4 Dingo 4.1 Encyclopedia entry 5 Wolf 5.1 Encyclopedia entry 6 Warg 6.1 Encyclopedia entry 7 Winter wolf 8 Winter wolf cub 9 Hell hound 9.1 History 9.2 Encyclopedia entry 10 Hell hound pup 11 See also 12 References Canine, usually short for dog or other canine, refers to a class of monster in NetHack. Represented by d, they have a wide variety of characteristics. Only domestic dogs can be tamed with food, but it is possible to acquire other canines as pets as with any other monster type. Canines in NetHack fall into four major categories: Domestic dogs: d little dog d&nbsp;dog d large dog Lycanthropes: d werejackal (animal) d werewolf (animal) Ordinary canines: d jackal d fox d coyote d dingo d wolf d warg Breath-using canines: d winter wolf cub d winter wolf d hell hound pup d hell hound Jackal Wikipedia has an article about: Jackal d jackal Difficulty 1 Attacks Bite 1d2 d jackal Difficulty 1 Attacks Bite 1d2 Base level 0 Base experience 1 Speed 12 Base AC 7 Base MR 0 Alignment 0 (neutral) Frequency (by normal means) 3 (Rare) Genocidable Yes Weight 300 Nutritional value 250 Size Small Resistances None Resistances conveyed None A jackal: has no hands. is an animal. is carnivorous. is normally generated hostile. can be seen through infravision. normally appears in small groups. Reference monst.c#line198 Jackals appear early in the game and in packs, making them one of the more dangerous level zero monsters. However, they have relatively low HP and should not be too greatly feared. Position yourself in a hallway so that you can engage in melee combat without being surrounded. Once in this position, it may be beneficial to use a long-range weapon, such as a dagger or an attack wand which can hit more than one monster per turn. A werejackal can summon more jackals to assist in the attack and will be inclined to do so when close to death. In these situations, it is smart to kill the werejackal as soon as possible so that it cannot summon more. When polymorphed into a werejackal, it is possible to summon your own jackal pets, which will remain tame after you have returned to your original form even once lycanthropy has been healed. Jackals are the most common cause of death on nethack.alt.org, more so than even dwarves or soldier ants. Encyclopedia entry In Asiatic folktale, jackal provides for the lion; he scares up game, which the lion kills and eats, and receives what is left as reward. In stories from northern India he is sometimes termed "minister to the king," i.e. to the lion. From the legend that he does not kill his own food has arisen the legend of his cowardice. Jackal's heart must never be eaten, for instance, in the belief of peoples indigenous to the regions where the jackal abounds. ... In Hausa folktale, Jackal plays the role of sagacious judge and is called "O Learned One of the Forest." The Bushmen say that Jackal goes around behaving the way he does "because he is Jackal". [ Funk &amp; Wagnalls Standard Dictionary of Folklore ] Fox Wikipedia has an article about: Fox d fox Difficulty 1 Attacks Bite 1d3 d fox Difficulty 1 Attacks Bite 1d3 Base level 0 Base experience 4 Speed 15 Base AC 7 Base MR 0 Alignment 0 (neutral) Frequency (by normal means) 1 (Very rare) Genocidable Yes Weight 300 Nutritional value 250 Size Small Resistances None Resistances conveyed None A fox: has no hands. is an animal. is carnivorous. is normally generated hostile. can be seen through infravision. Reference monst.c#line205 A fox is one of the earliest monsters a NetHack character will encounter. Out of the early monsters, it is one of the more difficult ones due to its speed, and can be dangerous for weak level 1 characters. However, more experienced characters and fighter types will have few problems with the fox. Encyclopedia entry One hot summer's day a Fox was strolling through an orchard till he came to a bunch of Grapes just ripening on a vine which had been trained over a lofty branch. "Just the thing to quench my thirst," quoth he. Drawing back a few paces, he took a run and a jump, and just missed the bunch. Turning round again with a One, Two, Three, he jumped up, but with no greater success. Again and again he tried after the tempting morsel, but at last had to give it up, and walked away with his nose in the air, saying: "I am sure they are sour." [ Aesop's Fables ] Coyote Wikipedia has an article about: Coyote d coyote Difficulty 2 Attacks 1d4 d coyote Difficulty 2 Attacks 1d4 Base level 1 Base experience 8 Speed 12 Base AC 7 Base MR 0 Alignment 0 (neutral) Frequency (by normal means) 1 (Very rare) Genocidable Yes Weight 300 Nutritional value 250 Size Small Resistances None Resistances conveyed None A coyote: has no hands. is an animal. is carnivorous. is normally generated hostile. can be seen through infravision. normally appears in small groups. Reference monst.c#line212 A coyote is an easy creature to defeat, most likely found in the early levels of the dungeon. Coyotes usually appear in packs. Each coyote has a humorous species name, which is visible with the far look or what is commands; these names, and the encyclopedia entry, play off the Road Runner cartoon skits. List of coyote names Reference: do_name.c#coyotename Carnivorous Vulgaris Road-Runnerus Digestus Eatibus Anythingus Famishus-Famishus Eatibus Almost Anythingus Eatius Birdius Famishius Fantasticus Eternalii Famishiis Famishus Vulgarus Famishius Vulgaris Ingeniusi Eatius-Slobbius Hardheadipus Oedipus Carnivorous Slobbius Hard-Headipus Ravenus Evereadii Eatibus Apetitius Giganticus Hungrii Flea-Bagius Overconfidentii Vulgaris Caninus Nervous Rex Grotesques Appetitus Nemesis Riduclii A cancelled coyote will always be displayed as Canis latrans,[1] the actual Latin name of the species. Encyclopedia entry This carnivore is known for its voracious appetite and inflated view of its own intelligence. Dingo Wikipedia has an article about: Dingo d dingo Difficulty 5 Attacks Bite 1d6 d dingo Difficulty 5 Attacks Bite 1d6 Base level 4 Base experience 44 Speed 16 Base AC 5 Base MR 0 Alignment 0 (neutral) Frequency (by normal means) 1 (Very rare) Genocidable Yes Weight 400 Nutritional value 200 Size Medium Resistances None Resistances conveyed None A dingo: has no hands. is an animal. is carnivorous. is normally generated hostile. can be seen through infravision. Reference monst.c#line247 A dingo is a relatively easy-to-defeat monster that can be found anywhere from early in the game to the player's last level spent in the dungeons. A couple of dingos will provide a decent meal, as each has a nutritional value of 200. It is identical to a dog, except that it cannot be tamed by feeding, and its corpse is safe to eat. Encyclopedia entry A wolflike wild dog, Canis dingo, of Australia, having a reddish- or yellowish-brown coat, believed to have been introduced by the aborigines. [Webster's Encyclopedic Unabridged Dictionary of the English Language] Wolf Wikipedia has an article about: Gray Wolf d wolf Difficulty 6 Attacks Bite 2d4 d wolf Difficulty 6 Attacks Bite 2d4 Base level 5 Base experience 56 Speed 12 Base AC 4 Base MR 0 Alignment 0 (neutral) Frequency (by normal means) 2 (Quite rare) Genocidable Yes Weight 500 Nutritional value 250 Size Medium Resistances None Resistances conveyed None A wolf: has no hands. is an animal. is carnivorous. is normally generated hostile. can be seen through infravision. normally appears in small groups. Reference monst.c#line254 A wolf is a relatively easy to deal with monster that appears in the second half of the early game. Wolves are not a dangerous threat to a moderately prepared player. Far more dangerous are winter wolves. However, as of version 3.6.0 a wolf may actually be a shapeshifted vampire lord, and resurrect in that form after being killed. Encyclopedia entry The ancestors of the modern day domestic dog, wolves are powerful muscular animals with bushy tails. Intelligent, social animals, wolves live in family groups or packs made up of multiple family units. These packs cooperate in hunting down prey. Warg Wikipedia has an article about: Warg d warg Difficulty 8 Attacks Bite 2d6 d warg Difficulty 8 Attacks Bite 2d6 Base level 7 Base experience 92 Speed 12 Base AC 4 Base MR 0 Alignment -5 (chaotic) Frequency (by normal means) 2 (Quite rare) Genocidable Yes Weight 850 Nutritional value 350 Size Medium Resistances None Resistances conveyed None A warg: has no hands. is an animal. is carnivorous. is normally generated hostile. can be seen through infravision. normally appears in small groups. Reference monst.c#line268 A warg is basically a big wolf. Wargs appear in packs, and while not terribly fast, can do enough damage as a group to warrant a mention. By the time the player encounters them, however, they should not pose much of a danger. Encyclopedia entry Suddenly Aragorn leapt to his feet. "How the wind howls!" he cried. "It is howling with wolf-voices. The Wargs have come west of the Mountains!" "Need we wait until morning then?" said Gandalf. "It is as I said. The hunt is up! Even if we live to see the dawn, who now will wish to journey south by night with the wild wolves on his trail?" "How far is Moria?" asked Boromir. "There was a door south-west of Caradhras, some fifteen miles as the crow flies, and maybe twenty as the wolf runs," answered Gandalf grimly. "Then let us start as soon as it is light tomorrow, if we can," said Boromir. "The wolf that one hears is worse than the orc that one fears." "True!" said Aragorn, loosening his sword in its sheath. "But where the warg howls, there also the orc prowls." [ The Fellowship of the Ring, by J.R.R. Tolkien ] Winter wolf Wikipedia has an article about: Winter wolf d winter wolf Difficulty 9 Attacks Bite 2d6, Breathes cold 2d6 d winter wolf Difficulty 9 Attacks Bite 2d6, Breathes cold 2d6 Base level 7 Base experience 102 Speed 12 Base AC 4 Base MR 20 Alignment 0 (neutral) Frequency (by normal means) 1 (Very rare) Genocidable Yes Weight 700 Nutritional value 300 Size Large Resistances Cold Resistances conveyed Cold (47%) A winter wolf: has no hands. is an animal. is carnivorous. is normally generated hostile. is strong. does not appear in Gehennom. Reference monst.c#line281 Winter wolves are the adult versions of winter wolf cubs. Unlike the cubs, winter wolves do not ordinarily appear until after the player has gained cold resistance. They are still very dangerous, however, traveling in packs and dealing long range damage that can shatter potions. A pet winter wolf will attack watchmen and aligned priests if they are given the opportunity; however, they are very likely to win. Winter wolf cub d winter wolf cub Difficulty 7 Attacks Bite 1d8, Breathes cold 1d8 d winter wolf cub Difficulty 7 Attacks Bite 1d8, Breathes cold 1d8 Base level 5 Base experience 64 Speed 12 Base AC 4 Base MR 0 Alignment -5 (chaotic) Frequency (by normal means) 2 (Quite rare) Genocidable Yes Weight 250 Nutritional value 200 Size Small Resistances Cold Resistances conveyed Cold (33%) A winter wolf cub: has no hands. is an animal. is carnivorous. is normally generated hostile. does not appear in Gehennom. normally appears in small groups. Reference monst.c#line275 A winter wolf cub is a young winter wolf. These monsters are particularly dangerous because they appear in the dungeons early enough that the player might not have cold resistance, and appear in packs. Winter wolf cubs have a long range frost attack which can shatter potions and inflict significant damage on the player. Wand them quickly. Winter wolf cubs respect Elbereth, but have no aversion to attacking you with the frost ray from afar. In SLASH'EM, an Ice Mage starts with a winter wolf cub as a pet. Hell hound Wikipedia has an article about: Hellhound d hell hound Difficulty 14 Attacks Bite 3d6, fire breath 3d6 d hell hound Difficulty 14 Attacks Bite 3d6, fire breath 3d6 Base level 12 Base experience 290 Speed 14 Base AC 2 Base MR 20 Alignment 0 (neutral) Frequency (by normal means) 1 (Very rare) Genocidable Yes Weight 600 Nutritional value 300 Size Medium Resistances Fire Resistances conveyed Fire (80%) A hell hound: has no hands. is an animal. is carnivorous. is normally generated hostile. is strong. can be seen through infravision. appears only in Gehennom. Reference monst.c#line295 In NetHack and SLASH'EM, a hell hound, d, is a monster associated with fire. In SLASH'EM, it is most familiar as the pet of a Flame Mage, after it grows from a pup d. Hell hounds typically fight in melee, like other dogs. History In versions of NetHack from Hack 1.0.2 through NetHack 3.0.10, a hell hound can be found inside the room in which the Wizard of Yendor is hiding with the Amulet of Yendor. These hell hounds did not have breath weapons until NetHack 3.0.0. Encyclopedia entry Hell hounds are fire-breathing canines from another plane of existence brought here in the service of evil beings. A hell hound resembles a large hound with rust-red or red-brown fur, and red, glowing eyes. The markings, teeth, and tongue are soot black. It stands two to three feet high at the shoulder and has a distinct odour of smoke and sulphur. The baying sounds it makes have an eerie, hollow tone that sends a shiver through any who hear them. Hell hound pup d hell hound pup Difficulty 9 Attacks Bite 2d6, fire breath 2d6 d hell hound pup Difficulty 9 Attacks Bite 2d6, fire breath 2d6 Base level 7 Base experience 102 Speed 12 Base AC 4 Base MR 20 Alignment -5 (chaotic) Frequency (by normal means) 1 (Very rare) Genocidable Yes Weight 200 Nutritional value 200 Size Small Resistances Fire Resistances conveyed Fire (47%) A hell hound pup: has no hands. is an animal. is carnivorous. is normally generated hostile. can be seen through infravision. appears only in Gehennom. normally appears in small groups. Reference monst.c#line288 A hell hound pup is a young version of a hell hound. If you are discovering hell hound pups, you are no doubt about to discover hell hounds. With fire resistance these monsters are not too difficult. In SLASH'EM, a Flame Mage starts with a hell hound pup as a pet. See also Dog Werejackal Werewolf Feline References ↑ do_name.c#1038 If the coyote is cancelled, the last name in the list is always chosen 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.
# Titanothere Wikipedia has an article about: Brontotheriidae q titanothere Difficulty 13 Attacks Claw 2d8 q titanothere Difficulty 13 Attacks Claw 2d8 Base level 12 Base experience 267 Speed 12 Base AC 6 Base MR 0 Alignment 0 (neutral) Frequency (by normal means) 2 (Quite rare) Genocidable Yes Weight 2650 Nutritional value 650 Size Large Resistances None Resistances conveyed None A titanothere: has no hands. is an animal. has a thick hide. is herbivorous. is normally generated hostile. is strong. can be seen through infravision. Reference monst.c#line774 Titanotheres are large, thick-skinned quadrupeds. Origin As the encyclopedia says, titanotheres were extinct relatives of the rhinocerous and lived during the Oligocene. They lived in areas that are currently in the United States. They are also known as Brontotheres. Unlike modern rhinos, titanotheres had a forked horn. Encyclopedia entry Extinct rhinos include a variety of forms, the most spectacular being _Baluchitherium_ from the Oligocene of Asia, which is the largest known land mammal. Its body, 18 feet high at the shoulder and carried on massive limbs, allowed the 4-foot-long head to browse on the higher branches of trees. Though not as enormous, the titanotheres of the early Tertiary were also large perissodactyls, _Brontotherium_ of the Oligocene being 8 feet high at the shoulder. [ Prehistoric Animals, by Barry Cox ] See also http://www.prehistory.com/bronto.htm This page is a stub. Should you wish to do so, you can contribute by expanding this page. This page may need to be updated for the current version of NetHack. It may contain text specific to NetHack 3.6.1. Information on this page may be out of date. Editors: After reviewing this page and making necessary edits, please change the {{nethack-361}} tag to the current version's tag or {{noversion}} as appropriate.
# Related changes Enter a page name to see changes on pages linked to or from that page. (To see members of a category, enter Category:Name of category). Changes to pages on your Watchlist are in bold. Recent changes options Show last 50 | 100 | 250 | 500 changes in last 1 | 3 | 7 | 14 | 30 daysHide registered users | Hide anonymous users | Hide my edits | Show bots | Hide minor editsShow new changes starting from 17:55, 24 July 2023 Namespace: all (Main) Talk User User talk NetHackWiki NetHackWiki talk File File talk MediaWiki MediaWiki talk Template Template talk Help Help talk Category Category talk Source Source talk Forum Forum talk Video Video talk User blog User blog talk Blog Blog talk Module Module talk &nbsp;Invert selection &nbsp;Associated namespaceTag filter:Page name: Show changes to pages linked to the given page instead List of abbreviations: N This edit created a new page (also see list of new pages) m This is a minor edit b This edit was performed by a bot (±123) The page size changed by this number of bytes 24 July 2023 &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;00:43&nbsp; Electric eel‎ (diff | hist) . . (+193)‎ . . Umbire the Phantom (talk | contribs) (formatting, make strategy more sensible) 23 July 2023 &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;12:29&nbsp; Couatl‎‎ (2 changes | history) . . (+48)‎ . . [Umbire the Phantom‎; Noisytoot‎] &nbsp;m&nbsp;&nbsp;&nbsp; 12:29 (cur | prev) . . (-51)‎ . . Umbire the Phantom (talk | contribs) (→‎Strategy: word choice) &nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 12:23 (cur | prev) . . (+99)‎ . . Noisytoot (talk | contribs) (dNetHack couatls have random spellcasting) &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;09:37&nbsp; Croesus‎ (diff | hist) . . (+19)‎ . . Umbire the Phantom (talk | contribs) (lede, refsrc, ver, reorder and re-prio strategy) 22 July 2023 &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;06:37&nbsp; Black light‎ (diff | hist) . . (+181)‎ . . Umbire the Phantom (talk | contribs) (→‎Variants: Grunt) 18 July 2023 &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;10:57&nbsp; Manes‎ (diff | hist) . . (+54)‎ . . Tomsod (talk | contribs) (mention nonliving)
# Related changes Enter a page name to see changes on pages linked to or from that page. (To see members of a category, enter Category:Name of category). Changes to pages on your Watchlist are in bold. Recent changes options Show last 50 | 100 | 250 | 500 changes in last 1 | 3 | 7 | 14 | 30 daysHide registered users | Hide anonymous users | Hide my edits | Show bots | Hide minor editsShow new changes starting from 17:43, 24 July 2023 Namespace: all (Main) Talk User User talk NetHackWiki NetHackWiki talk File File talk MediaWiki MediaWiki talk Template Template talk Help Help talk Category Category talk Source Source talk Forum Forum talk Video Video talk User blog User blog talk Blog Blog talk Module Module talk &nbsp;Invert selection &nbsp;Associated namespaceTag filter:Page name: Show changes to pages linked to the given page instead List of abbreviations: N This edit created a new page (also see list of new pages) m This is a minor edit b This edit was performed by a bot (±123) The page size changed by this number of bytes 24 July 2023 &nbsp;m&nbsp;&nbsp;&nbsp;05:20&nbsp; Dot‎ (diff | hist) . . (-1)‎ . . Umbire the Phantom (talk | contribs) (→‎dNetHack: typo) &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;01:17&nbsp; N‎ (diff | hist) . . (+65)‎ . . Umbire the Phantom (talk | contribs) (improve formatting, reorg, etc.) &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;00:43&nbsp; Electric eel‎ (diff | hist) . . (+193)‎ . . Umbire the Phantom (talk | contribs) (formatting, make strategy more sensible) &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;00:27&nbsp; Leather gloves‎ (diff | hist) . . (+2)‎ . . Umbire the Phantom (talk | contribs) (→‎EvilHack: *) &nbsp;m&nbsp;&nbsp;&nbsp;00:17&nbsp; ,‎ (diff | hist) . . (-2)‎ . . Umbire the Phantom (talk | contribs) (tweak) &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;00:16&nbsp; Amulet of ESP‎ (diff | hist) . . (-12)‎ . . Umbire the Phantom (talk | contribs) (lede, desc) 23 July 2023 &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;23:12&nbsp; Dot‎‎ (3 changes | history) . . (+684)‎ . . [Umbire the Phantom‎ (3×)] &nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 23:12 (cur | prev) . . (+112)‎ . . Umbire the Phantom (talk | contribs) (add use) &nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 23:06 (cur | prev) . . (+20)‎ . . Umbire the Phantom (talk | contribs) (→‎dNetHack: tweak) &nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 23:02 (cur | prev) . . (+552)‎ . . Umbire the Phantom (talk | contribs) (format) &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;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!") &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;22:08&nbsp; Leather gloves‎‎ (5 changes | history) . . (+3,524)‎ . . [Umbire the Phantom‎ (5×)] &nbsp;m&nbsp;&nbsp;&nbsp; 22:08 (cur | prev) . . (+4)‎ . . Umbire the Phantom (talk | contribs) (→‎dNetHack: *) &nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 22:07 (cur | prev) . . (+293)‎ . . Umbire the Phantom (talk | contribs) (→‎EvilHack: elaborate) &nbsp;m&nbsp;&nbsp;&nbsp; 13:27 (cur | prev) . . (+30)‎ . . Umbire the Phantom (talk | contribs) (ref) &nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 13:27 (cur | prev) . . (+2,821)‎ . . Umbire the Phantom (talk | contribs) (and the rest) &nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 12:50 (cur | prev) . . (+376)‎ . . Umbire the Phantom (talk | contribs) (formatting in preparation for later expansion/sourcing - unsure how to judge EA advice in either direction due to morning brain, so I'll leave that to the others) &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;10:38&nbsp; Iron shoes‎‎ (3 changes | history) . . (+1,812)‎ . . [Umbire the Phantom‎ (3×)] &nbsp;m&nbsp;&nbsp;&nbsp; 10:38 (cur | prev) . . (+1)‎ . . Umbire the Phantom (talk | contribs) (→‎EvilHack: *) &nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 10:38 (cur | prev) . . (+1,403)‎ . . Umbire the Phantom (talk | contribs) (variant work go) &nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 09:13 (cur | prev) . . (+408)‎ . . Umbire the Phantom (talk | contribs) (refsrc, history, ver, prepare variant section) &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;09:37&nbsp; Croesus‎ (diff | hist) . . (+19)‎ . . Umbire the Phantom (talk | contribs) (lede, refsrc, ver, reorder and re-prio strategy) &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;09:21&nbsp; Elven leather helm‎ (diff | hist) . . (-30)‎ . . Umbire the Phantom (talk | contribs) (→‎dNetHack: word choice, potholes) &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;05:57&nbsp; ,‎‎ (8 changes | history) . . (+420)‎ . . [Umbire the Phantom‎ (2×); Ion frigate‎ (6×)] &nbsp;m&nbsp;&nbsp;&nbsp; 05:57 (cur | prev) . . (0)‎ . . Umbire the Phantom (talk | contribs) (ack) &nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 05:57 (cur | prev) . . (-9)‎ . . Umbire the Phantom (talk | contribs) (Oh hey, wanted to do this myself but got sidetracked. Lemme polish it up) &nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 05:41 (cur | prev) . . (+2)‎ . . Ion frigate (talk | contribs) (trying not to use item in two different senses) &nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 05:37 (cur | prev) . . (0)‎ . . Ion frigate (talk | contribs) (this seems least bad) &nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 05:37 (cur | prev) . . (-10)‎ . . Ion frigate (talk | contribs) ("comma character" does sound weird) &nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 05:27 (cur | prev) . . (+78)‎ . . Ion frigate (talk | contribs) (Another use - menu should perhaps be its own article) &nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 05:22 (cur | prev) . . (-1)‎ . . Ion frigate (talk | contribs) (whitespace) &nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 05:17 (cur | prev) . . (+360)‎ . . Ion frigate (talk | contribs) (Expand this into its own article) (Tag: Removed redirect) &nbsp;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) &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;06:37&nbsp; Black light‎ (diff | hist) . . (+181)‎ . . Umbire the Phantom (talk | contribs) (→‎Variants: Grunt) 21 July 2023 &nbsp;m&nbsp;&nbsp;&nbsp;20:32&nbsp; Scalpel‎‎ (2 changes | history) . . (+9)‎ . . [Umbire the Phantom‎ (2×)] &nbsp;m&nbsp;&nbsp;&nbsp; 20:32 (cur | prev) . . (+5)‎ . . Umbire the Phantom (talk | contribs) (→‎dNetHack: *) &nbsp;m&nbsp;&nbsp;&nbsp; 20:29 (cur | prev) . . (+4)‎ . . Umbire the Phantom (talk | contribs) (→‎Strategy: word choice) &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;20:27&nbsp; Oilskin sack‎ (diff | hist) . . (+74)‎ . . Umbire the Phantom (talk | contribs) (→‎Strategy: elaborate some) &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;19:49&nbsp; Protection from shape changers‎ (diff | hist) . . (-35)‎ . . Umbire the Phantom (talk | contribs) (→‎Strategy: *) 20 July 2023 &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;01:17&nbsp; Iron shoes‎ (diff | hist) . . (+147)‎ . . Tomsod (talk | contribs) (→‎Strategy: metal boots penalty is just 2) 19 July 2023 &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;14:13&nbsp; Gold (material)‎ (diff | hist) . . (-19)‎ . . Tomsod (talk | contribs) (→‎dNetHack: (un)holy damage: this was probably unclear)
# File:Leather spellbook.png File File history File usageNo higher resolution available. Leather_spellbook.png ‎(16 × 16 pixels, file size: 238 bytes, MIME type: image/png) A 16x16 vanilla NetHack tile of the object 'leather spellbook'. File history Click on a date/time to view the file as it appeared at that time. Date/TimeThumbnailDimensionsUserComment current12:18, 1 August 200616 × 16 (238 bytes)BotFenix (talk | contribs)A 16x16 vanilla NetHack tile of the object 'leather spellbook'. Category:16x16 tiles You cannot overwrite this file. File usage The following 3 files are duplicates of this file (more details): File:Light brown spellbook.png File:Parchment 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
# File:Moon phase 5.gif File File history File usageSize of this preview: 598 × 600 pixels. Other resolutions: 239 × 240 pixels | 640 × 642 pixels. Original file ‎(640 × 642 pixels, file size: 231 KB, MIME type: image/gif) Summary NetHack moon phase 5 (waning gibbous) Extracted from commons:File:Lunar libration with phase Oct 2007.gif Licensing -----------* &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; &nbsp; ##Public&nbsp;&nbsp;&nbsp; &nbsp; @Domain## &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; *----------- This file is in the public domain, either officially released into the public domain by the author of the work; being an official work of the government; or being older than the life of the author, plus seventy years. File history Click on a date/time to view the file as it appeared at that time. Date/TimeThumbnailDimensionsUserComment current06:29, 12 November 2010640 × 642 (231 KB)Ilmari Karonen (talk | contribs)NetHack moon phase 5 (waning gibbous) Extracted from commons:File:Lunar libration with phase Oct 2007.gif You cannot overwrite this file. File usage The following page uses this file: Template:Moon phase
# Talk:Sandestin Does the sandestin's altered form benefit from stoning resistance? If so, this will be important to any players who like to wield a cockatrice corpse.--PeterGFin 23:20, February 19, 2010 (UTC) If the sandestin polymorphs into a stoning resistant form, then it should be stoning resistant. Now what if the stoning-resistant sandestin decides to wield a cockatrice corpse - does it get stoned a few turns later? -Tjr 03:57, February 20, 2010 (UTC) What I meant was whether the sandestin's resistance carried over into its disguised form? Very unlikely from experience, but if so it would fool anyone wielding a cockatrice corpse (expecting to stone a nasty). Otherwise it would be amusing to drop one for them to wield, and then remove your ring of protection from shape changers--PeterGFin 10:49, February 20, 2010 (UTC) Trying that in wizard mode, and also from general experience, they won't wield cockatrice corpses, as they don't have a weapon attack. In fact I couldn't make a skeleton wield one, even with gloves; that may have been a fluke though. I'm not sure there's code to handle monsters stoning themselves with cockatrice corpses. It doesn't seem like it'd be necessary, since all the ways to do so yourself, monsters pretty much don't do. Even for a monster wielding a corpse, you can't steal their gloves without stealing the corpse first. Thus, I'd doubt monsters actually have that vulnerability, as it's really only a few corner cases. From testing in wizzmode just now, it seems that monsters wielding cockatrice corpses religiously avoid even undiscovered pits; it looks like basically monsters being stoned by cockatrice corpses is something the devs didn't want to handle. -Ion frigate 13:15, February 20, 2010 (UTC) All shapeshifters can be stoned if they take on a non-resistant form. The result is statue of whatever they depicted. However, stone to flesh will most often result in a permanently polymorphed monster, i. e. without shapeshifting abilities. Some chameleons came back as as chameleons in disguised form, but none of the doppelgangers and sandestins. All this is from wizmode testing. -Tjr 18:16, February 23, 2010 (UTC) BTW, sandestins and their disguised forms will wield cockatrice corpses just fine. You have to give them gloves, though. Each time they change form, they drop the corpse. I guess this because the devteam didn't want to handle stoned monsters. -Tjr 19:01, February 23, 2010 (UTC)
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# Related changes Enter a page name to see changes on pages linked to or from that page. (To see members of a category, enter Category:Name of category). Changes to pages on your Watchlist are in bold. Recent changes options Show last 50 | 100 | 250 | 500 changes in last 1 | 3 | 7 | 14 | 30 daysHide registered users | Hide anonymous users | Hide my edits | Show bots | Hide minor editsShow new changes starting from 17:50, 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;09:37&nbsp; Croesus‎ (diff | hist) . . (+19)‎ . . Umbire the Phantom (talk | contribs) (lede, refsrc, ver, reorder and re-prio strategy) &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) &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)
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# File:Trapper.png File File history File usageNo higher resolution available. Trapper.png ‎(16 × 16 pixels, file size: 174 bytes, MIME type: image/png) A 16x16 vanilla NetHack tile of the monster 'trapper'. File history Click on a date/time to view the file as it appeared at that time. Date/TimeThumbnailDimensionsUserComment current09:04, 1 August 200616 × 16 (174 bytes)BotFenix (talk | contribs)A 16x16 vanilla NetHack tile of the monster 'trapper'. Category:16x16 tiles You cannot overwrite this file. File usage The following 17 pages uses this file: List of vanilla NetHack tiles Monster Monsters (by size) NetHack 3.2.0 NetHack 3.2.1 NetHack 3.2.2 NetHack 3.2.3 NetHack 3.3.0 NetHack 3.3.1 NetHack 3.4.0 NetHack 3.4.1 NetHack 3.4.2 NetHack 3.4.3 NetHack 3.6.0 NetHack 3.7.0 Trapper User:EasterlyIrk/Scratchpad
# File:Granite ring.png File File history File usageNo higher resolution available. Granite_ring.png ‎(16 × 16 pixels, file size: 207 bytes, MIME type: image/png) A 16x16 vanilla NetHack tile of the object 'granite ring'. File history Click on a date/time to view the file as it appeared at that time. Date/TimeThumbnailDimensionsUserComment current11:56, 1 August 200616 × 16 (207 bytes)BotFenix (talk | contribs)A 16x16 vanilla NetHack tile of the object 'granite ring'. Category:16x16 tiles You cannot overwrite this file. File usage The following 14 pages uses this file: Eating jewelry List of vanilla NetHack tiles NetHack 3.2.0 NetHack 3.2.1 NetHack 3.2.2 NetHack 3.2.3 NetHack 3.3.0 NetHack 3.3.1 NetHack 3.4.0 NetHack 3.4.1 NetHack 3.4.2 NetHack 3.4.3 NetHack 3.6.0 NetHack 3.7.0
# Troll Trolls are a class of monsters in NetHack. They are notable because the corpses of dead trolls will revive (similar to the Riders). For that reason, trolls are one of the more annoying monsters. Trolls can also make use of polearms—they can pound with one at the same range as a character who is Skilled in polearms. They have a 50% chance of being generated with one of a ranseur, partisan, glaive, or spetum.[1] A troll, T, is also the least powerful monster of this class. Other types of troll include ice trolls, rock trolls, water trolls, and Olog-hai. Players polymorphed into trolls should be careful around cockatrices; attempting to attack a cockatrice in troll form will cause you to bite it and turn to stone. Contents 1 Revival 2 Strategy 2.1 As pets 3 Messages 4 Individual information 4.1 Troll 4.2 Ice troll 4.3 Rock troll 4.4 Water troll 4.5 Olog-hai 5 Mythology 6 Encyclopedia entry 6.1 Troll 6.2 Water troll 6.3 Olog-hai 7 Variants 7.1 UnNetHack 8 References Revival When a troll is killed, its revival timer is set such that it has a 1⁄37 chance of reviving per turn, starting 2 turns after death, but not more than 50 turns after death.[2] This results in an approximately 74% chance that a troll will revive within 50 turns. Wielding Trollsbane when a troll attempts to revive will prevent it from doing so.[3] If a troll corpse is unable to revive when the revival timer expires, it will begin to rot, and will not revive at all.[4] 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. Trollsbane prevents the revival of trolls killed by it, instead of all troll corpses that attempt to revive while it is wielded. (commit 328dc5bd) Strategy Generally speaking, for well armed characters, trolls do not pose a major threat, but preventing them from reviving can be tricky. There are a large number of ways to kill a troll permanently, many of which involve putting the corpse inside something: Eat the corpse. It will disappear only when you are finished. During the meal, it may revive, or you may be interrupted, or you may become unconscious from rotten food. This is a readily available option as long as you are not satiated. Let a pet eat the corpse. It will disappear as soon as the pet starts to eat, though this option is only available if you have a carnivorous pet. Tin the corpse. This is the easiest option for those with a tinning kit. Lock the corpse in a container. Useful for trolls generated in throne rooms, though they may revive while being carried to their destination. Nesting a container more than 2 levels deep will also prevent reviving, as will a bag of holding 97.5% of the time.[5] You will receive the message "You feel less hassled" when a troll corpse stored in a container fails to revive.[6] Just keep killing the troll. Each time you do, there is approximately a 25% chance that it will not revive. Place the corpse in an ice box. The revival countdown will be paused. You can take it out later when you're ready to deal with it. Stone the living troll with a cockatrice corpse. If there is a live cockatrice nearby, conflict can also (sometimes) induce the cockatrice to stone the troll. Polymorph the corpse. Throw the corpse into lava or water (if it isn't a water troll), and it will drown as soon as it revives. Sacrifice the corpse. Polymorph the troll and kill the creature. Make sure you're prepared in case the troll polymorphs to something like a master lich. Find or dig a pit, place the corpse in, and push in a boulder to bury it. Water can also be used in the place of a pit (90% chance if the troll in question is a water troll). Lure the troll to the Rogue level, where monsters don't leave corpses, and kill it there. Crush the troll with a drawbridge. Disintegrate the troll by standing between it and a black dragon, or just polymorph into a black dragon and fire a disintegration ray at it. Digest the troll. Turn the troll to slime. Genocide trolls. Put the corpse in a cursed bag of holding and repeatedly #loot the bag until it disappears. Completely fill the level with monsters so that the troll has nowhere to revive. Destroy the container with the corpse in it: a magical explosion for bags of holding, or polymorph for any container. Probably not worth wasting a container, though. Leave the corpse near a gelatinous cube. Cubes will readily eat corpses, with no regard to hunger, whether they are hostile, peaceful, or pets. 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. Cancelling a troll or its corpse will prevent it from reviving. (commit) As pets While not as strong as some other tamable creatures, higher-level trolls are still reasonably strong, can make use of some weapons, and can auto-revive when killed. Even though they do not always revive tame, the chance is small for them to revive hostile as long as you do not abuse them or kill them yourself. While they are not exactly so powerful that they're worth going out of your way to tame, a tame troll may still be worth keeping. Messages The <troll> rises from the dead! A troll revived, and you could see it. The bite-covered <troll> rises from the dead! A troll revived from a partly eaten corpse (possibly while you were eating it), and you could see it. Individual information Troll T troll Difficulty 9 Attacks Weapon 4d2, claw 4d2, bite 2d6 T troll Difficulty 9 Attacks Weapon 4d2, claw 4d2, bite 2d6 Base level 7 Base experience 97 Speed 12 Base AC 4 Base MR 0 Alignment −3 (chaotic) Frequency (by normal means) 2 (Quite rare) Genocidable Yes Weight 800 Nutritional value 350 Size Large Resistances None Resistances conveyed None A troll: has a head, a couple of arms, and a torso. regenerates HP quickly. is carnivorous. is normally generated hostile. can follow you to other levels. is strong. has infravision. can be seen through infravision. Reference monst.c#line1798 Ordinary trolls are the weakest monsters in the troll monster class. They have no special abilities beyond reviving themselves, and they are often generated in throne rooms. Ice troll T ice troll Difficulty 12 Attacks Weapon 2d6, claw 2d6 cold, bite 2d6 T ice troll Difficulty 12 Attacks Weapon 2d6, claw 2d6 cold, bite 2d6 Base level 9 Base experience 205 Speed 10 Base AC 2 Base MR 20 Alignment −3 (chaotic) Frequency (by normal means) 1 (Very rare) Genocidable Yes Weight 1000 Nutritional value 300 Size Large Resistances Cold Resistances conveyed Cold (60%) An ice troll: has a head, a couple of arms, and a torso. regenerates HP quickly. is carnivorous. is normally generated hostile. can follow you to other levels. is strong. has infravision. can be seen through infravision. Reference monst.c, line 1805 Ice trolls are immune to cold, and one of their attacks deals cold damage. They hit slightly harder than regular trolls if the cold attack isn't resisted. They have a slightly lower AC and some MR. Rock troll T rock troll Difficulty 12 Attacks Weapon 3d6, claw 2d8, bite 2d6 T rock troll Difficulty 12 Attacks Weapon 3d6, claw 2d8, bite 2d6 Base level 9 Base experience 198 Speed 12 Base AC 0 Base MR 0 Alignment −3 (chaotic) Frequency (by normal means) 1 (Very rare) Genocidable Yes Weight 1200 Nutritional value 300 Size Large Resistances None Resistances conveyed None A rock troll: has a head, a couple of arms, and a torso. regenerates HP quickly. is carnivorous. is normally generated hostile. can follow you to other levels. is strong. can pick up weapons and food. has infravision. can be seen through infravision. Reference monst.c, line 1812 Rock trolls are basically more powerful versions of ordinary trolls. They hit slightly harder than trolls and ice trolls, but have no remarkable attribute otherwise besides reviving themselves. They have lower AC than ice trolls, but no MR. In Dungeons &amp; Dragons, they are described as trolls with an affinity for earth that possess natural camouflage in areas of stone. Water troll T water troll Difficulty 13 Attacks Weapon 2d8, claw 2d8, bite 2d6 T water troll Difficulty 13 Attacks Weapon 2d8, claw 2d8, bite 2d6 Base level 11 Base experience 246 Speed 14 Base AC 4 Base MR 40 Alignment −3 (chaotic) Frequency (by normal means) 0 (Not randomly generated) Genocidable Yes Weight 1200 Nutritional value 350 Size Large Resistances None Resistances conveyed None A water troll: can swim. has a head, a couple of arms, and a torso. regenerates HP quickly. is carnivorous. is normally generated hostile. can follow you to other levels. is strong. has infravision. can be seen through infravision. Reference monst.c, line 1819 Water trolls have higher MR than other trolls, but their AC is only on par with regular trolls. They don't hit as hard as rock trolls, but they can swim, so dumping their corpse in water isn't effective at getting rid of them. Water trolls are not randomly generated; the only natural water trolls in the game are two of them that appear in one version of Medusa's Island. Olog-hai T Olog-hai Difficulty 16 Attacks Weapon 3d6, claw 2d8, bite 2d6 T Olog-hai Difficulty 16 Attacks Weapon 3d6, claw 2d8, bite 2d6 Base level 13 Base experience 325 Speed 12 Base AC −4 Base MR 0 Alignment −7 (chaotic) Frequency (by normal means) 1 (Very rare) Genocidable Yes Weight 1500 Nutritional value 400 Size Large Resistances None Resistances conveyed None Olog-hai: has a head, a couple of arms, and a torso. regenerates HP quickly. is carnivorous. is normally generated hostile. can follow you to other levels. is strong. can pick up weapons and food. has infravision. can be seen through infravision. Reference monst.c, line 1826 Olog-hai are the most powerful type of trolls, having lower AC than all other trolls (but no MR), and they hit as hard as rock trolls. They have no special attributes beyond reviving themselves. The name is derived from J.R.R Tolkien's works, in which the Olog-hai were a species of trolls that served the Witch-King while he ruled in Angmar. Olog-hai did not turn to stone in sunlight as other trolls did. Mythology Trolls originate from from Scandinavian folklore. NetHack's depiction of trolls is more directly based on Dungeons &amp; Dragons. In the folklore, a troll is typically large, very strong, and dim-witted. It fears light or is turned to stone by it. Trolls in D&amp;D have regenerative abilities. Encyclopedia entry Troll The troll shambled closer. He was perhaps eight feet tall, perhaps more. His forward stoop, with arms dangling past thick claw-footed legs to the ground, made it hard to tell. The hairless green skin moved upon his body. His head was a gash of a mouth, a yard-long nose, and two eyes which drank the feeble torchlight and never gave back a gleam. [...] Like a huge green spider, the troll's severed hand ran on its fingers. Across the mounded floor, up onto a log with one taloned forefinger to hook it over the bark, down again it &nbsp;scrambled, until it found the cut wrist. And there it grew fast. The troll's smashed head seethed and knit together. He clambered back on his feet and grinned at them. The waning faggot cast red light over his fangs. [ Three Hearts and Three Lions, by Poul Anderson ] Water troll It wasn't that the troll was _horrifying_. Instead of the rotting, betentacled monstrosity he had been expecting Rincewind found himself looking at a rather squat but not particularly ugly old man who would quite easily have passed for normal on any city street, always provided that other people on the street were used to seeing old men who were apparently composed of water and very little else. It was as if the ocean had decided to create life without going through all that tedious business of evolution, and had simply formed a part of itself into a biped and sent it walking squishily up the beach. The troll was a pleasant translucent blue color. As Rincewind stared a small shoal of silver fish flashed across its chest. [ The Colour of Magic, by Terry Pratchett ] Olog-hai But at the end of the Third Age a troll-race not before seen appeared in southern Mirkwood and in the mountain borders of Mordor. Olog-hai they were called in the Black Speech. That Sauron bred them none doubted, though from what stock was not known. Some held that they were not Trolls but giant Orcs; but the Olog-hai were in fashion of body and mind quite unlike even the largest of Orc-kind, whom they far surpassed in size and power. Trolls they were, but filled with the evil will of their master: a fell race, strong, agile, fierce and cunning, but harder than stone. Unlike the older race of the Twilight they could endure the Sun.... They spoke little, and the only tongue they knew was the Black Speech of Barad-dur. [ The Return of the King, by J.R.R. Tolkien ] Variants UnNetHack In UnNetHack, if you genocide trolls, you get a YAFM: *plonk* (for actual genocide) S3n7 1n s0m3 7r0llz!!! (for reverse genocide) References ↑ src/makemon.c in NetHack 3.6.1, line 442 ↑ src/mkobj.c in NetHack 3.6.7, line 1184-L1219 ↑ src/zap.c in NetHack 3.6.7, line 788 ↑ src/do.c in NetHack 3.6.7, line 1896 ↑ src/zap.c in NetHack 3.6.1, line 729 ↑ src/do.c in NetHack 3.6.1, line 1779 This page may need to be updated for the current version of NetHack. It may contain text specific to NetHack 3.6.1. Information on this page may be out of date. Editors: After reviewing this page and making necessary edits, please change the {{nethack-361}} tag to the current version's tag or {{noversion}} as appropriate. </troll></troll>
# Golem (dNetHack) The variant dNetHack introduces several new golems. Some of these golems, along with existing ones, are likely to be found early in the Neutrality Quest branch, around the golem level Sum of All. Contents 1 New golems 1.1 Living lectern 1.2 Spell golem 1.3 Treasury golem 1.4 Argentum golem 1.5 Retriever 2 Unique golems 3 Changes to existing golems New golems Living lectern ' living lectern File:Living lectern.png Difficulty 10 Attacks Claw 3d4 physical, Claw 3d4 physical, Magic 0d4 magic missiles ' living lectern File:Living lectern.png Difficulty 10 Attacks Claw 3d4 physical, Claw 3d4 physical, Magic 0d4 magic missiles Base level 7 Base experience 114 Speed 6 Base AC 2 Base MR 0 Alignment 0 (neutral) Frequency (by normal means) 0 (Not randomly generated) Genocidable No Weight 900 Nutritional value 0 Size large Resistances sleep, poison Resistances conveyed A living lecturn: can survive underwater. does not breathe. is mindless. has a head, a couple of arms, and a torso. has a thick hide. does not eat. (*) is neither male nor female. is normally generated hostile. never leaves a corpse. resists death magic. cannot be tamed. does not naturally regenerate HP. A living lectern is an animated spellbook on a wooden stand. When destroyed, it drops 2d3 clubs and a random spellbook. Although the identity of the spellbook is randomized, the living lectern always uses the same magical attack: magic missiles. One living lectern is guaranteed to appear in a ruined library at the top of the Lost Cities segment of the Neutrality Quest. There is a 25% chance of a second appearing there as well. In addition, 1d4 living lecterns are placed in waterlogged libraries. Spell golem ' spell golem Difficulty 12 Attacks Claw 1d10 physical, Cast 0d0 mage spell ' spell golem Difficulty 12 Attacks Claw 1d10 physical, Cast 0d0 mage spell Base level 10 Base experience 221 Speed 12 Base AC 5 Base MR 90 Alignment 0 (neutral) Frequency (by normal means) 1 (Very rare) Genocidable Yes Weight 400 Nutritional value 0 Size large Resistances sleep, poison Resistances conveyed A spell golem: can survive underwater. does not breathe. is mindless. has a head, a couple of arms, and a torso. does not eat. (*) is neither male nor female. is normally generated hostile. appears only in Gehennom. never leaves a corpse. resists death magic. cannot be tamed. does not naturally regenerate HP. A spell golem may be thought of as a paper golem with writing on it. When destroyed, it drops 1-8 random scrolls. Spell golems are able to cast spells. Treasury golem ' treasury golem Difficulty 16 Attacks Claw 2d6 physical, Claw 2d6 physical, Breath weapon 4d6 poison (strength) ' treasury golem Difficulty 16 Attacks Claw 2d6 physical, Claw 2d6 physical, Breath weapon 4d6 poison (strength) Base level 12 Base experience 301 Speed 9 Base AC 0 Base MR 100 Alignment 9 (lawful) Frequency (by normal means) 0 (Not randomly generated) Genocidable No Weight 450 Nutritional value 0 Size large Resistances sleep, poison, acid Resistances conveyed A treasury golem: can survive underwater. does not breathe. is mindless. has a head, a couple of arms, and a torso. has a thick hide. does not eat. (*) is neither male nor female. is normally generated hostile. likes gold. likes gems. can pick up magical items. never leaves a corpse. resists death magic. cannot be tamed. does not naturally regenerate HP. A treasury golem may be thought of as a more advanced gold golem that contains precious stones as well. When destroyed, a treasury golem drops 2d4 random gems and a Luck-dependent amount of gold (up to 400, twice the maximum for a gold golem). Treasury golems have a poisonous breath attack. A large number of treasury golems are found in the treasure rooms in Nessus. Argentum golem ' argentum golem Difficulty 21 Attacks Weapon 4d8 physical, Arrow 4d1 silver ' argentum golem Difficulty 21 Attacks Weapon 4d8 physical, Arrow 4d1 silver Base level 18 Base experience 509 Speed 9 Base AC 6 Base MR 100 Alignment 0 (neutral) Frequency (by normal means) 0 (Not randomly generated) Genocidable No Weight 1000 Nutritional value 0 Size large Resistances fire, cold, sleep, shock, poison Resistances conveyed An argentum golem: can survive underwater. does not breathe. is mindless. has a head, a couple of arms, and a torso. has a thick hide. is poisonous to eat. does not eat. (*) is normally generated hostile. is strong. can pick up weapons and food. waits for you to come. never leaves a corpse. resists death magic. cannot be tamed. does not naturally regenerate HP. Argentum golems are rare silver golems. (Argentum = the metal silver, or something made of silver.) When destroyed, argentum golems drop 1d3 stacks of 5d10 silver slingstones. In addition, they are generated with a silver dagger, which has a 1-in-6 chance of being replaced with a silver saber, and a large stack of silver arrows, which they will fire in volleys. Any silver arrows fired in this manner are destroyed. Like iron golems, argentum golems are slowed by lightning and healed by fire attacks. Eight argentum golems appear in the Sum of All level of the Neutrality Quest. To paraphrase a particularly wise prime, the rilmani are an enigma cloaked in a riddle, wrapped in a mystery. Who can question their motives or their actions? They keep their own counsel. They're sworn never to come when called, but always to be there when needed; never to answer questions put to them, but always to provide what information is necessary; to aid and abet good, evil, law, and chaos alike in order to maintain the Balance, regardless of the cost or repercussions. [ Planescape Monstrous Compendium II, by Rich Baker ] Retriever Wikipedia has an article about: Retriever (Dungeons &amp; Dragons) ' retriever Difficulty 25 Attacks Claw 2d8 physical, Claw 2d8 Amulet theft, Gaze attack 4d8 random elemental gaze, Claw 1d8 abduction ' retriever Difficulty 25 Attacks Claw 2d8 physical, Claw 2d8 Amulet theft, Gaze attack 4d8 random elemental gaze, Claw 1d8 abduction Base level 20 Base experience 628 Speed 10 Base AC -10 Base MR 80 Alignment -6 (chaotic) Frequency (by normal means) 1 (Very rare) Genocidable Yes Weight 2000 Nutritional value 0 Size large Resistances fire, cold, sleep, shock, poison, petrification Resistances conveyed A retriever: can survive underwater. does not breathe. is mindless. has a head, a couple of arms, and a torso. has a thick hide. is poisonous to eat. does not eat. (*) is normally generated hostile. is strong. can pick up weapons and food. wants the Amulet of Yendor. wants your quest artifact. wants the Amulet of Yendor, the Bell of Opening, the Book of the Dead, the Candelabrum of Invocation, and your quest artifact. appears only in Gehennom. never leaves a corpse. resists death magic. may turn against you when tame. does not naturally regenerate HP. Unique golems There are some unique golems and similar monsters in dNetHack: Arsenal, guardian of the Second Key of Law The ford guardian, which is a type of golem found only on the Mordor chaos variant's ford level. Warmachine, found on Tiamat, the Fiend of Wind's level, is not actually a unique golem but instead a named retriever. The Center of All, which was a golem in previous versions, is now a rilmani instead. Changes to existing golems Straw golems drop sheaves of hay when destroyed (as in the biodiversity patch and NetHack brass). Iron golems may drop iron bars in addition to iron chains. They are generated with lances, war hammers, or glaives.
# People of secondary interest to NetHack This article is a list of various notable people of secondary interest to the game of NetHack and its variants, explaining each person's works and the contributions to the game that they inspired. Contents 1 Frank Herbert 2 Michael Moorcock 3 Jack Vance 3.1 Influence on variants 4 Fritz Leiber 5 David S. H. Rosenthal 6 References Frank Herbert Wikipedia has an article about: Frank Herbert Frank Herbert (October 8, 1920 – February 11, 1986) was an American science fiction author, best known for the 1965 novel Dune and its five sequels. He also wrote short stories and worked as a newspaper journalist, photographer, book reviewer, ecological consultant, and lecturer. Dune is the best-selling science fiction novel of all time, and considered to be among the classics of the genre. Set in the distant future, it explores various themes: humanity's evolution; planetary science and ecology; and the intersection of religion, politics, economics and power in a future where humankind has undertaken the colonization of space. The most noteworthy features adapted from Dune are the long worm, its teeth and the crysknives that can be fashioned from them. A quote from Frank Herbert's The Dosadi Experiment also provides the encyclopedia entry for the gas spore and its fellow spheres. Michael Moorcock Wikipedia has an article about: Michael Moorcock Michael Moorcock (b. 18 December 1939) is an English writer of science fiction and fantasy who has published literary novels, and is also a successful musician. His best selling works are the "Elric of Melniboné" stories centered around the titular sorcerer, who is frail, anemic and albino - Elric represents a deliberate reversal of clichés associated with Tolkien-inspired fantasy adventures. As emperor of Melniboné Elric can call upon Arioch, a Lord of Chaos and Duke of Hell who serves as the traditional patron of the rulership and alternates between aiding Elric and antagonizing him. Elric is also the wielder of the demonic black blade Stormbringer, which is similarly his greatest asset and greatest hindrance: it confers enough strength and vitality for Elric to shake off his otherwise-required herbal regimen - as well as augmenting his fighting prowess - but the blade instead feeds on the souls of intelligent beings. A recurring theme in the series is how this codependency between sword and wielder brings doom to everything Elric holds dear, despite his best intentions. A significant amount of Moorcock's influence on fantasy is based in his portrayals of the metaphyisical conflict between Law and Chaos - among many other things, this has partly and indirectly influenced the chaotic alignment's portrayal in NetHack. Stormbringer is the weapon gifted to a crowned chaotic character, who their god declares a soul-stealer for "the Glory of Arioch"; this may also reflect Elric's role as the Eternal Champion. Jack Vance Wikipedia has an article about: Jack Vance John Holbrook "Jack" Vance (August 28, 1916 – May 26, 2013) was an award-winning American mystery, fantasy, and science fiction writer who published most of his work under the name Jack Vance. Among Vance's many achievements are the 1984 World Fantasy Award for Life Achievement; Guest of Honor at the 1992 World Science Fiction Convention in Orlando, Florida; becoming the 15th Grand Master of the The Science Fiction and Fantasy Writers of America in 1997; and induction into the Science Fiction Hall of Fame in 2001. Jack Vance's main influence on fiction that is most relevant to NetHack is the "Vancian" magic system, which can be seen in Dungeons &amp; Dragons - the magic system in use is explicitly inspired by Vance's Dying Earth series, where magic users forget learned spells immediately upon casting them, and must re-study in order to cast them again. A Vancian-style system for spellcasting was present in NetHack from versions 1.3d to 3.2.3 - spells had to be learned or transcribed from spellbooks, and successfully learning the spell granted the user a limited number of castings before they had to relearn the spell. This was phased out with NetHack 3.3.0's integration of the Wizard Patch and its revamp of the spellcasting system into one that uses a more traditional system with magic points rather than a set number of uses; however, knowledge of the spell lasts a limited amount of turns, and can be refreshed when necessary by reading the appropriate spellbook (which can themselves be read a limited amount of times). Vance's works have had other varying, indirect influences on NetHack: The Monk quest artifact, The Eyes of the Overworld, is derived from the story of the same name written by Vance. The encyclopedia entry for the sandestin uses an excerpt from another of his stories, Rhialto the Marvellous. Many other monsters and features in variants of NetHack were indirectly influenced by Vance and his works as well. Influence on variants Vecna is a highly-notable D&amp;D villain whose name is an anagram of Vance, and appears in SLASH, SLASH'EM, SlashTHEM, and EvilHack. In D&amp;D lore, he is an incredibly powerful wizard-turned-lich who was betrayed and destroyed by his right-hand servant Kas, who used a powerful sword that Vecna either created or procured for him, depending on the source. Vecna's only remnants from the pitched battle were left hand and eye, which he never recovered even after resurfacing as a demigod - these became powerful artifacts, and at least one can be obtained in each of those variants, typically only by killing Vecna. The term "grue" originated in Jack Vance's Dying Earth series, used to describe a human-bat hybrid predator. The name was then borrowed for the 1977 computer game Zork, where it is most famously remembered as the darkness-dwelling monster that would eat the player character quickly if they ventured too far into any dark area without a light source. While only appearing as a hallucinatory monster in NetHack itself, the devnull tournament had an homage to Zork as one of the many challenges, and the Grue itself is an actual monster in dNetHack. Fritz Leiber Wikipedia has an article about: Fritz Leiber Fritz Reuter Leiber Jr. (December 24, 1910 – September 5, 1992) was an American writer of fantasy, horror, and science fiction. He is considered one of the fathers of "sword and sorcery" fiction, coining the term in response to a 1961 letter from Michael Moorcock in the fanzine Amra. Moorcock initially proposed the term "epic fantasy" as a name for the sort of fantasy-adventure story written by Robert E. Howard - Leiber replied in the journal Ancalagon by suggesting "'sword-and-sorcery' as a good popular catchphrase for the field". Leiber's greatest influence on the "sword and sorcery" genre is the Fafhrd and the Gray Mouser series of stories about a barbarian-and-thief pair of unlikely heroes, taking place in and around the city of Lankhmar - the two titular characters were based on Leiber and his friend, Harry Otto Fischer. Numerous writers have since paid homage to them and its characters; Terry Pratchett's city of Ankh-Morpork in particular bears more than a passing resemblance to Lankhmar. While Pratchett asserted this was unintended on his part, he does lean into it with the mention of a swordsman-thief "The Weasel" and his giant barbarian comrade "Bravd" in the opening scenes of the first Discworld novel. Most of Leiber's influence on NetHack is naturally related to the Rogue role - The Master of Thieves serves as the Rogue quest leader, likely in acknowledgement of the above connection to Pratchett. The pantheon consists of Issek, Mog, and Kos, which are derived from the setting of the Fafhrd stories. In terms of variants, SLASH 6 had the artifact rapier Scalpel, which was modeled after the Gray Mouser's weapon of choice - the artifact still exists as a deferred feature in the data of SLASH'EM, and was finally re-implemented in SlashTHEM as the Mouser's Scalpel. In the Convict patch integrated into many variants, the role of lawful god is given to Ilmater, a male deity from the Forgotten Realms setting of Dungeons &amp; Dragons that is described as similar to the god Issek. David S. H. Rosenthal Wikipedia has an article about: David S. H. Rosenthal David Stuart Holmes Rosenthal (born 1948 in Cambridge, United Kingdom) is a notable British-American computer scientist who also works in digital preservation, and has worked at companies such as Nvidia and Sun. He was once a co-worker of Andries Brouwer, and David's Treasure Zoo is named for him; in Hack 1.0 and Hack 1.0.1, a player whose login name was "david" would encounter the treasure zoo much more frequently.[1] Versions of the game released long after include a rumor hinting at this. The name also has a somewhat ironic connection: During the development of Hack 1.0, one of David's students at the Universiteit van Amsterdam used a wand of digging during their game to tunnel into a shop and steal its inventory, which was then sold back to the shopkeeper. At the time, the shopkeeper had a bottomless wallet and never got angry, so the student's character became extraordinarily rich overnight - this prompted early changes to shopkeeper behavior and inventory, including limiting the size of their wallet, increasing their stats, and making them turn hostile if the player attempts to steal items from them. References ↑ Hack 1.0 mklev.c, line 147
# Curse-testing In NetHack, there are many cases and scenarios where you will want to test whether or not items are cursed. Below is a non-exhaustive list of curse-testing methods. Contents 1 Ways that work on all items 1.1 Priesthood 1.2 Altar testing 1.3 Pet testing 1.4 Identify 1.5 Holy or unholy water 1.6 Fountain dipping 2 Methods that work on weapons 2.1 Wield the item 2.2 Try to make a monster wield it 2.3 Throw projectiles 2.4 Stacking 3 See also Ways that work on all items These methods work for all classes of object. Priesthood Priests can see the beatitude of all objects. Altar testing Items dropped on an altar will glow black if cursed and amber if blessed. You must not be blind to use this technique. If you are hallucinating when you do this, this method will only identify those items that are uncursed, as you will be unable to tell the difference between a black and an amber flash while hallucinating. Altar testing breaks atheist conduct unless blind. Pet testing This can be used only to test whether an item is cursed or not. A pet will "move only reluctantly" over any stack or pile of objects that contains one or more cursed objects, as long as the pet was not whistled onto it (using a magic whistle or eucalyptus leaf) and the stack contains no food. Pets will greedily seek out and eat up food of their preferred types without regard to cursed items underneath or above the food. You can expedite testing by dropping objects in choke-points like doorways or corridors to force your pet to walk onto the object's tile while following you. If you pet steps on an item without the message, and there is no food at the pile, and you did not call it with magic whistle, then all the items in the stack are non-cursed. If you pet "move only reluctantly", at least one item on that square is cursed. If you pet avoids to step on the square for a long time, at least one item on that square is probably cursed (the longer you wait, the higher chance for it). Identify Reading a scroll of identify (or casting the spell, or getting the gift from a throne) will reveal the BUC of any items identified. If you can cast identify at low failure rates and want to know the status of something now, this can actually be very useful. Holy or unholy water If you are willing to use up holy or unholy water, you can determine whether or not an object is cursed. If you think the object might be cursed and are OK with it becoming cursed if it isn't, dip it in unholy water. If nothing happens, the item was already cursed. If you think the object might be cursed and you want it uncursed, you can dip it in holy water, and it will uncurse itself if cursed and bless itself if uncursed. If the item was already blessed, nothing will happen. This technique can be useful with items that don't stack and are expected to be either cursed or blessed. Fountain dipping You can dip items in a fountain and may find out whether or not they are cursed. There is a 4/30 chance that the item will become uncursed if cursed ("The water glows for a moment") or, if already non-cursed, nothing will happen ("A feeling of loss comes over you"). However, there is also a 1/30 chance that the item will be cursed outright with no message. Before choosing to employ this strategy, you should go read about the other potential effects of dipping in fountains and be sure that you don't mind the other effects. Methods that work on weapons Wield the item If the object you want to identify is a weapon, wield it and try to unwield it. If you can, it wasn't cursed. This method has the problem that, if it was cursed, your hands are now welded to the object. This is fine if you have a scroll of remove curse you were looking to burn or can cast remove curse at low failure rates — as long as the object wasn't a two-handed weapon. Try to make a monster wield it Drop the weapon in front of a monster that will pick it up and wield it. If the weapon "welds itself to the monster's hands" or something similar, it's cursed. Throw projectiles Cursed projectile weapons like darts, daggers, or shuriken may sometimes veer wildly off in another direction if you or a monster tries to throw them. They will not weld to your hands if you do this. You can #name a cursed projectile and other cursed projectiles of the same enchantment will stack with it, allowing you to detect further cursed items. Stacking If you zap cancellation at one of a stack of projectiles, and the rest still stack with it, they are uncursed (and unenchanted). Similarily, you might want to drop only one of your stack on an altar in case you find more. See also Curse removal This page may need to be updated for the current version of NetHack. It may contain text specific to NetHack 3.4.3. Information on this page may be out of date. Editors: After reviewing this page and making necessary edits, please change the {{nethack-343}} tag to the current version's tag or {{noversion}} as appropriate.
# File:Kobold lord.png File File history File usageNo higher resolution available. Kobold_lord.png ‎(16 × 16 pixels, file size: 216 bytes, MIME type: image/png) A 16x16 vanilla NetHack tile of the monster 'kobold lord'. File history Click on a date/time to view the file as it appeared at that time. Date/TimeThumbnailDimensionsUserComment current08:55, 1 August 200616 × 16 (216 bytes)BotFenix (talk | contribs)A 16x16 vanilla NetHack tile of the monster 'kobold lord'. Category:16x16 tiles You cannot overwrite this file. File usage The following 17 pages uses this file: Kobold List of vanilla NetHack tiles Monster Monsters (by size) NetHack 3.2.0 NetHack 3.2.1 NetHack 3.2.2 NetHack 3.2.3 NetHack 3.3.0 NetHack 3.3.1 NetHack 3.4.0 NetHack 3.4.1 NetHack 3.4.2 NetHack 3.4.3 NetHack 3.6.0 NetHack 3.7.0 User:EasterlyIrk/Scratchpad
# File:Water Mage.png File File history File usageNo higher resolution available. Water_Mage.png ‎(16 × 16 pixels, file size: 435 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 current18:15, 29 November 201016 × 16 (435 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: Water Mage
# Forum:Best Pets? I'm at mines end, w/ my best shot yet at acending. I'm only level 10 but on dlvl 2 I miraculously scored a wand of wishing. (I got some speed boots that rotted alread and my SDSM and a boh). so I am at mines end with 4 dragons (B,Y,O,Bl) and a Mind Flayer, but i am sick of looking at these dragons already and idk if i am gonna wanna get soothing feelings all the way to ascention. Should I play around with this polymorph trap nemore or move on? also am I having trouble leveling because I have a 4 dragon goon squad? Should I thin it out? I have already made it down to medusas but couldent figure out how to not drown (pretty noob). Is level 10 too low to have covered all that ground? I feel like my pets will ascend b4 i do. What should I do? ....all help greatly appreciated._ The best pet is an Archon; however, the only way you are likely to get one is by wishing for a figurine of one. This carries a 20% chance of failure, and a 10% chance of catastrophic failure (Archon is hostile, and will wipe out most xp 10 characters, even with SDSM). Mind flayers and dragons are good pets, but they're not going to cut it in the end game. An Archon is probably a wish you'd want to save for later, though. You want to be strong enough to survive if it turns out hostile, and you don't really need it just now anyway. I'd say wait at least until after you've done the Quest. Personally, I would say you should slow down a little and fill out your ascension kit. If you still have usable wishes on your wand, you want a source of magic resistance (the cloak is probably your best bet), particularly since touch of death-casting liches can appear in the castle, which is right below Medusa. If you didn't wish for a blessed scroll of charging to charge your wand, you need to find one; you can look in shops for expensive scrolls, or you can maximize your Luck and try to write one with a magic marker. Make sure, however, that it is blessed, since otherwise you will waste 1-2 potential wishes. You also need a good weapon. What class/alignment are you? Sacrificing will always get you an unrestricted weapon, but not always a very useful one. If you haven't seen any artifacts generated yet, you might try wishing for one. The best choices are Grayswandir, if you can gain skill in saber or Frost Brand if you can get skill in long sword. Stormbringer is also an excellent weapon for chaotics, but not one you want to use if you're keeping pets. Pets can't ascend by themselves, by the way, although you can ascend with them for a slight score increase (they have to be adjacent to you when you ascend for that to happen). -Ion frigate 20:48, September 30, 2010 (UTC) 17:35, September 30, 2010 (UTC)&lt; Forum:Watercooler I am running a neutral wizard and I can still wrest my 1 more wish. I just feel like with my dragons jumping on everything that moves, tis gonna take me a long time to level. They already tore up mine town and the oracle level. I have sacrificed but still havent gotten anything out of it. Thanks for all the tips and the thourogh answer.198.109.200.200 15:21, October 1, 2010 (UTC)
# Lord Carnarvon Wikipedia has an article about: George Herbert, 5th Earl of Carnarvon @ Lord Carnarvon Difficulty 22 Attacks Weapon 1d6 @ Lord Carnarvon Difficulty 22 Attacks Weapon 1d6 Base level 20 Base experience 583 Speed 12 Base AC 0 Base MR 30 Alignment 20 (lawful) Frequency (by normal means) Unique Genocidable No Weight 1450 Nutritional value 400 Size Medium Resistances None Resistances conveyed None Lord Carnarvon: can tunnel through walls. needs a pick-axe to tunnel through walls. has a head, a couple of arms, and a torso. is omnivorous. is not a valid polymorphable form. is a human. is male. is normally generated peaceful. is strong. can pick up weapons and food. can pick up magical items. lets you close unless attacked. can be seen through infravision. Reference monst.c#line3043 Lord Carnarvon, @, is the Archeologist quest leader. Like the students under his watch, he can tunnel through walls if he is given a pick-axe, though it is highly unlikely to be seen in practice. Strategy The following information pertains to an upcoming version (NetHack 3.7.0). If this version is now released, please verify that it is still accurate, then update the page to incorporate this information. Lord Carnarvon, along with other quest leaders, has been made significantly stronger, since killing quest leaders no longer makes the game unwinnable. The changed stats are as follows: Speed becomes 15 (from 12); MR becomes 90 (from 30); first attack becomes 4d10 (from 1d6), and he gains a 4d8 spell-casting attack. Lord Carnarvon also starts with a +5 fedora and a +4 bullwhip. dNetHack In dNetHack, Lord Carnarvon is always generated with a blessed +7 pistol and 26-31 blessed +7 bullets. This is probably the only firearm most Archeologists will ever see (unless playing in a bones-rich environment); even so, it's not worth "liberating" from him, as the bullet supply is barely enough to train the skill to Basic, and there's no way bar wishing to obtain more. Encyclopedia entry Lord Carnarvon was a personality who could have been produced nowhere but in England, a mixture of sportsman and collector, gentleman and world traveler, a realist in action and a romantic in feeling. ... In 1903 he went for the first time to Egypt in search of a mild climate and while there visited the excavation sites of several archaeological expeditions. ... In 1906 he began his own excavations. [ Gods, Graves, and Scholars, by C. W. Ceram ] 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.
# Jewelry Jewelry is a term which collectively refers to objects you put on with P, namely rings, amulets, lenses and blindfolds. See also eating jewelry and jeweler shop. 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.
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# Rumors Rumors are a way to learn about the game without reading spoilers. Rumors are classified as either "true" or "false". True rumors are useful hints, while false ones are useless or incorrect. Contents 1 Getting rumors 2 Examples 2.1 True rumors 2.2 False rumors 3 See also 4 External links Getting rumors The Oracle always tells you a true rumor when you pay for a minor consultation. The following items give you a true rumor if blessed, a false rumor if cursed and either if uncursed: Fortune cookies contain a rumor that is revealed when you eat the cookie. You may also just read the cookie, if you want to keep the vegan or foodless conduct. Two quest artifacts, the Magic Mirror of Merlin and the Master Key of Thievery, give a rumor when applied or wielded. You can sometimes find rumors written as graffiti on the floor. Sometimes these can be difficult to read. You can write something on the dungeon floor, then engrave with a wand of polymorph to get a rumor. Examples True rumors Rumor #330: Throwing food at a wild dog might tame him. This encourages the player to throw tripe at dogs to tame them. Rumor #47: Eating a freezing sphere is like eating a yeti. This suggests that by eating a freezing sphere or a yeti you may get the cold resistance. Unfortunately, freezing spheres never leave corpses. Rumor #326: They say the gods get angry if you kill your dog. This suggests that if you kill a pet, you get an alignment record penalty (−15 to be exact, and also lose 1 point of Luck). False rumors Rumor #7: A cockatrice corpse is guaranteed to be untainted! This encourages the player to eat a cockatrice corpse, which will almost certainly cause death by stoning. Rumor #157: Sorry, no fortune this time. Better luck next cookie! This is just plain useless. Rumor #195: They say that a hacker named David once slew a giant with a sling and a rock. Some false rumors are just random references to random things. (Slings and rocks have no special effect against giants.) See also Source:rumors.tru — the data file that contains all the true rumors Source:rumors.fal — the data file that contains all the false rumors Rumor messages — explains the meaning of each rumor External links alt.org - NetHack Addi(c)tion: Random Messages This page may need to be updated for the current version of NetHack. It may contain text specific to NetHack 3.4.3. Information on this page may be out of date. Editors: After reviewing this page and making necessary edits, please change the {{nethack-343}} tag to the current version's tag or {{noversion}} as appropriate.
# User talk:Oway Welcome! Welcome! Hi! Welcome, and thanks for contributing to NetHackWiki! The How to help and Style guide pages are excellent starting points. Recent changes is a great first stop, because you can see what other people are editing right this minute, and where you can help. Questions? Need help? You can ask on Help Desk forum, on my talk page, at the Community Portal or on the talk page associated with each article! Just remember to sign those posts with four tildes: ~~~~. That will expand to create a signature. I'm really happy to have you here, and look forward to working with you! -- Tjr (Talk) 01:13, October 25, 2010 Note: This is an automatic greeting.
# Category:SlashTHEM This category contains SlashTHEM specific articles that may not have anything to do with vanilla NetHack. Subcategories This category has the following 9 subcategories, out of 9 total. C ► Convict patch‎ (14 P, 9 F) D ► Deferred and defunct features (SlashTHEM)‎ (7 P) J ► Jedi patch‎ (12 P) N ► Noble patch‎ (18 P) P ► Pirate patch‎ (14 P) S ► SlashTHEM artifacts‎ (12 P) ► SlashTHEM items‎ (37 P) ► SlashTHEM weapons‎ (5 P) ► Sokoban (SlashTHEM)‎ (7 P) Pages in category "SlashTHEM" The following 77 pages are in this category, out of 77 total. A Acid Mage Acid Mage questB Bag of digestion BardC Charge saber Chef Clarent Computer parts Corsair questD Dao Doughnut DrunkE Efreeti Electric Mage Electric Mage quest Expensive suitF Fire helmet Firefighter Force pushG Galltrit Gauntlets of reflection Gauntlets of typing Gnomish boots God-o-meter GraduateH Hitchhiker's Guide to the GalaxyI Invisible item (SLASH'EM)J Jedi jump Jedi Master JermlaineL Lithivore Locksmith LunaticM Marid MusicianN Ninja (role) NobleO Officer OgroP Pack of floppies Paladin (class) Peanut bag PokemonR User:Ride/Canvas Rubber glovesS Scroll of mass murder Sharpened pencil SlashTHEM SlashTHEM artifacts SlashTHEM items SlashTHEM monsters SlashTHEM roles SlashTHEM traps Sokoban Level 1d Sokoban Level 1j Sokoban Level 1m Sokoban Level 1o Sokoban Level 4d Sokoban Level 4e Sokoban Level 4fT Telekinesis The Computer Level The Lightsaber Prototype The Mantle of Heaven The Staff of Withering The Treasury of Proteus The Vestment of Hell Tooth of an algolian suntiger TrollorU Ugly backpack User:Umbire the Phantom/Warrior UndertakerW Wand of acid Wand of create horde Wand of wonder Warrior (role)Z Zookeeper
# Talk:Stormbringer That last line refuses to be included. --MadDawg2552 01:08, 5 November 2006 (UTC) Still broken. --MadDawg2552 02:21, 5 November 2006 (UTC) Weird—it looked fine when I previewed it, but now it's broken again. If I edit the article, but make no changes, and preview it, it's still fine ... -- Killian 02:42, 5 November 2006 (UTC) So as a chaotic wizard, I just got gifted the +1 Stormbringer. I already have Magicbane, and I want to keep using it for the MR in case The Eye gets stolen. Now, I have a pet elf around, so I figure, just for laughs, that I'll drop it next to her. Now she's wielding it. I've walked into her and been fine, and I can't think of any way this could go wrong. Unless something nasty kills her and takes the sword, but I'm pretty good at killing from a distance by now. Did I just win? --Andronikus 20:48, 16 April 2008 (UTC) You're off to a good start, but watch out for Balrogs, who start equipped with a bullwhip and can disarm your Tankenelf, or any monster that can confuse it and cause it to stagger in to you, or getting to a large mob of enemies and popping on a ring of conflict... Winning is a long way from a single fortuitous event. -- Kalon 23:11, 16 April 2008 (UTC) Does stormbringer actually lower monster level? The article does not say explicitly, only that it drains HP and heals you. I want to know if it's possible to use it to lower Rodney to 0 --98.232.21.23 01:02, 14 July 2014 (UTC)
# Talk:Time Contents 1 Moon phase mismatch? 2 Shift compared to actual full moon? 3 Does an undead player do double damage at midnight? 4 Playing Nethack on the night of Friday the 13th during a full moon! 5 Game Time Moon phase mismatch? On 13 November 2014, the moon was at last quarter. The page claims that Friday, November 13th, 2014 should be new moon in NetHack, and indeed wikipedia:Table of lunar phases confirms that a new moon occurs at 15:15 UTC on November 14th, 2014. However, the {{moon phase}} template disagrees, and so does my own NetHack moon phase calculator based on the code from phase_of_the_moon in hacklib.c. Is this a bug in NetHack's moon phase calculation? --Ilmari Karonen 10:06, 12 November 2010 (UTC) I figured it out, the page simply had a typo. The Friday and new moon occur on November 13, 2015, not 2014. Corrected. --Ilmari Karonen 15:09, 18 November 2010 (UTC) Shift compared to actual full moon? I think the full moon occurs on April 6 2012 for time zones West of Asia, but April 5 is not a full moon while April 8 is. Doesn't that seem a bit shifted? Derekt75 20:51, 6 April 2012 (UTC) Does an undead player do double damage at midnight? And if so, does this damage stack with double damage from artifact weapons? This seems might like it could be a very effective strategy for getting through the Astral Plane at a low level, especially since you would be immune to Death's attacks as well. Just start the endgame at the hour of midnight while polymorphed into a vampire lord. --Bencoffman (talk) 18:11, 7 July 2013 (UTC) AFAICT, it's only in mhitu.c, line 907, and so only applies to undead monsters attacking the player. —bcode&nbsp;talk&nbsp;|&nbsp;mail 18:19, 7 July 2013 (UTC) Ah ok, bummer. --Bencoffman (talk) 23:11, 7 July 2013 (UTC) Playing Nethack on the night of Friday the 13th during a full moon! I doubt this kind of "talk" allowed, but I THINK IT'S PRETTY COOL. SO THERE. ——Elliottschar (talk) 00:46, 14 January 2017 (UTC) Game Time Besides real-world time, maybe the article should have a section on the simulated passage of time in the game: object and status timers, turn counters, comparative speeds of player and monsters, ... And also touching on the passage of time on other levels besides the one you're currently on. If I leave a level with a dwarf and a rock mole, and come back 2,000 turns later, what should I expect to find? Can a rock mole be generated and start remodelling in my absence? Will corpses rot away? That kind of thing. Netzhack (talk) 12:41, 2 January 2020 (UTC)
# Trapper The trapper t and the lurker above t are the only members of the t trapper or lurker above monster class. They hide and wait for unsuspecting victims before swallowing them whole and digesting them alive. Trappers and lurkers above are almost identical. The only differences are that trappers have a higher base level and a slightly more damaging attack, but cannot fly. Both monsters are easy to detect via telepathy or warning, and they are also very slow, making them less fearsome than their attack would suspect. However, they can digest any pet in one turn just like a purple worm can, so be careful not to lose a good pet to them. Both monsters are silent, can hide, have an animal body, have no eyes, limbs or head, are carnivorous, always start hostile, can stalk, are strong, and can be genocided. Contents 1 Trapper 1.1 Appearance 1.2 Encyclopedia Entry 2 Lurker above 2.1 Appearance 2.2 Encyclopedia Entry Trapper Wikipedia has an article about: Trapper (Dungeons &amp; Dragons) t trapper Difficulty 14 Attacks Engulfing digestion 1d10 t trapper Difficulty 14 Attacks Engulfing digestion 1d10 Base level 12 Base experience 270 Speed 3 Base AC 3 Base MR 0 Alignment 0 (neutral) Frequency (by normal means) 2 (Quite rare) Genocidable Yes Weight 800 Nutritional value 350 Size Huge Resistances None Resistances conveyed None A trapper: can blend in with its surroundings. has no eyes. has no limbs. has no head. is an animal. is carnivorous. is normally generated hostile. can follow you to other levels. is strong. Reference monst.c#line807 Appearance Their bodies are flat. They wait hidden on the floor and close up on their victims. Encyclopedia Entry The trapper is a creature which has evolved a chameleon-like ability to blend into the dungeon surroundings. It captures its prey by remaining very still and blending into the surrounding dungeon features, until an unsuspecting creature passes by. It wraps itself around its prey and digests it. Lurker above Wikipedia has an article about: Lurker (Dungeons &amp; Dragons) t lurker above Difficulty 12 Attacks Engulfing digestion 1d8 t lurker above Difficulty 12 Attacks Engulfing digestion 1d8 Base level 10 Base experience 214 Speed 3 Base AC 3 Base MR 0 Alignment 0 (neutral) Frequency (by normal means) 2 (Quite rare) Genocidable Yes Weight 800 Nutritional value 350 Size Huge Resistances None Resistances conveyed None A lurker above: can fly. can blend in with its surroundings. has no eyes. has no limbs. has no head. is an animal. is carnivorous. is normally generated hostile. can follow you to other levels. is strong. Reference monst.c#line800 Appearance They resemble rays (the fish). They hide and drop from the ceiling, engulfing their victims. In contrast to Dungeons &amp; Dragons lurkers above, Nethack's lurkers above have no eyes. Encyclopedia Entry These dungeon scavengers are very adept at blending into the surrounding walls and ceilings of the dungeon due to the stone-like coloring of their skin. This page may need to be updated for the current version of NetHack. It may contain text specific to NetHack 3.6.0. Information on this page may be out of date. Editors: After reviewing this page and making necessary edits, please change the {{nethack-360}} tag to the current version's tag or {{noversion}} as appropriate.
# File:Rusty wand.png File File history File usageNo higher resolution available. Rusty_wand.png ‎(16 × 16 pixels, file size: 143 bytes, MIME type: image/png) A rusty wand in SLASH'EM. 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 current23:12, 4 December 201016 × 16 (143 bytes)Ilmari Karonen (talk | contribs)A rusty wand in SLASH'EM. Category:16x16 tiles Category:SLASH'EM items {{NGPL}} You cannot overwrite this file. File usage There are no pages that use this file.
# You shudder for a moment The message "You shudder for a moment" can appear in the following cases: You suffered system shock as a result of an attempted polymorph You level teleported, but remained on the same level 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.
# Meatball % Name meatball Base price 5 zm Nutrition 5 Turns to eat 1 Weight 1 Conduct meat A meatball is a type of comestible. Meatballs have very little nutritional value, but carnivorous creatures consider them treats similar to tripe rations. Throwing one at a cat or dog will tame it, and they can be fed to carnivorous pets to increase their tameness and apport. Contents 1 Generation 2 Strategy 2.1 Obtaining 2.2 Pets 2.3 Polypiling 3 Encyclopedia entry Generation Meatballs are created by zapping a spell of stone to flesh at rocks, valuable gems, gray stones, and statues of Tiny-sized or non-fleshy monsters. (Pieces of glass are not affected and do not turn into meatballs.) Strategy Obtaining Since the spellbook of stone to flesh is a rare find and isn't particularly easy to cast, it's not easy to create meatballs unless you are a healer; wizards and priests are also eligible to get stone to flesh as one of their starting spells. However, once you do have the spell, it is easy to get hundreds of meatballs out of a single casting. All you need to do is gather lots of rocks (easily obtained via smashing boulders and statues) in one place, and then cast the spell at them. Pets As they provide little nutrition, the most direct use of meatballs is to feed them to your carnivorous pets to increase their tameness (important if you plan on using a polymorph trap to turn it into a non-eating pet), or to increase apport to train them for stealing from shops. They are also useful in a pinch for taming a hostile cat or dog. Polypiling Meatballs make excellent comestible polyfodder since they can usually be obtained in large quantities, are lightweight, and can polymorph into any randomly generated comestible, including lembas wafers, tins of spinach and tengu meat, cockatrice eggs, and other uncommon comestibles. Note, however, that getting eggs or tins of a specific monster type will likely require a lot of polypiling and great numbers of meatballs. In a pinch where a player is strapped for money, meatballs can also be polypiled into comestibles to sell at a general store or delicatessen. Polypiling a large quantity of meatballs will likely to cause a flesh golem to form; this can be done deliberately and combined with a magical means of taming to obtain a useful pet for the lower levels, as golems have low monster MR. You can then upgrade it into a more powerful stone golem by hitting it with a cockatrice corpse. Encyclopedia entry Some hae meat and canna eat, And some would eat that want it; But we hae meat, and we can eat, Sae let the Lord be thankit. [ Grace Before Meat, by Robert Burns ] This page may need to be updated for the current version of NetHack. It may contain text specific to NetHack 3.6.2. Information on this page may be out of date. Editors: After reviewing this page and making necessary edits, please change the {{nethack-362}} tag to the current version's tag or {{noversion}} as appropriate.
# File:Fencing gloves.png File File history File usageNo higher resolution available. Fencing_gloves.png ‎(16 × 16 pixels, file size: 215 bytes, MIME type: image/png) A 16x16 vanilla NetHack tile of the object 'fencing gloves'. File history Click on a date/time to view the file as it appeared at that time. Date/TimeThumbnailDimensionsUserComment current11:54, 1 August 200616 × 16 (215 bytes)BotFenix (talk | contribs)A 16x16 vanilla NetHack tile of the object 'fencing gloves'. Category:16x16 tiles You cannot overwrite this file. File usage The following 23 pages uses this file: Gauntlets Gauntlets of Defense Gauntlets of dexterity Gauntlets of fumbling Gauntlets of power Gauntlets of protection Gauntlets of swimming Leather gloves 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 The Pickpocket's Gloves Template:Gloves top
# 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 22 July 2023 &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;20:27&nbsp; Rogue‎‎ (2 changes | history) . . (-21)‎ . . [Umbire the Phantom‎; Coz‎] &nbsp;m&nbsp;&nbsp;&nbsp; 20:27 (cur | prev) . . (-29)‎ . . Umbire the Phantom (talk | contribs) (we have *enough* Grays links. Stormbringer is fine, but honestly needs to be mentioned way earlier in this strategy section) &nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 14:16 (cur | prev) . . (+8)‎ . . Coz (talk | contribs) (Added more links to Grayswandir and Stormbringer) 21 July 2023 &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;20:54&nbsp; Wallet of Perseus‎ (diff | hist) . . (+113)‎ . . Umbire the Phantom (talk | contribs) (word choice, note dnh, expand, etc.) 20 July 2023 &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;10:30&nbsp; Rogue‎ (diff | hist) . . (+4)‎ . . Coz (talk | contribs) (Added link to the Master Key of Thievery) 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) &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;04:50&nbsp; Grappling hook‎ (diff | hist) . . (-15)‎ . . Ardub23 (talk | contribs) (Fixed spelling, punctuation; rewording to include a link to Weapon-tool)
# Wizard (disambiguation) Wizard usually refers to the player role. The major other uses are: The @&nbsp;Wizard of Yendor A @&nbsp;wizard player monster The powerful wizard mode of NetHack, used for testing and debugging. Wizard could also refer to: The magic of wizard lock A spellbook of wizard lock A fake or the genuine Wizard's Tower The Wizard Patch (now integrated into NetHack) A G&nbsp;gnomish wizard This is a disambiguation page: a list of articles associated with the same title. This page may need to be updated for the current version of NetHack. It may contain text specific to NetHack 3.4.3. Information on this page may be out of date. Editors: After reviewing this page and making necessary edits, please change the {{nethack-343}} tag to the current version's tag or {{noversion}} as appropriate.
# File:Couatl.png File File history File usageNo higher resolution available. Couatl.png ‎(16 × 16 pixels, file size: 235 bytes, MIME type: image/png) A 16x16 vanilla NetHack tile of the monster 'couatl'. File history Click on a date/time to view the file as it appeared at that time. Date/TimeThumbnailDimensionsUserComment current09:09, 1 August 200616 × 16 (235 bytes)BotFenix (talk | contribs)A 16x16 vanilla NetHack tile of the monster 'couatl'. Category:16x16 tiles You cannot overwrite this file. File usage The following 19 pages uses this file: Angelic being Angelic being/ko Couatl List of vanilla NetHack tiles Monster Monsters (by size) NetHack 3.2.0 NetHack 3.2.1 NetHack 3.2.2 NetHack 3.2.3 NetHack 3.3.0 NetHack 3.3.1 NetHack 3.4.0 NetHack 3.4.1 NetHack 3.4.2 NetHack 3.4.3 NetHack 3.6.0 NetHack 3.7.0 User:EasterlyIrk/Scratchpad
# 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;&nbsp;&nbsp;&nbsp;&nbsp;00:16&nbsp; Amulet of ESP‎ (diff | hist) . . (-12)‎ . . Umbire the Phantom (talk | contribs) (lede, desc)
# Category:Game stages These articles deal with the various stages of a standard NetHack game. Pages in category "Game stages" The following 2 pages are in this category, out of 2 total. G Game stagesI Invocation ritual
# nethack.alt.org nethack.alt.org, commonly abbreviated to NAO, is one of the oldest NetHack public servers, and by far the most popular. A wealth of information about the server, as well as detailed statistics, end-of-game dumps, tty recordings and the high score table is available on NAO's web site. The NetHack Wiki is itself hosted on NAO. NAO hosts exclusively NetHack 3.6.7 for online play. NAO is well integrated with #nethack on Libera through the Rodney bot, which announces all deaths on the server, to the morbid delight of all. The program dgamelaunch is used to manage the games and user accounts. Contents 1 Getting started 2 User interface tips 2.1 For those used to the tiles (GUI) port 2.2 For those using Terminal.app in Mac OS X 2.2.1 Alternative: Using white-on-black 3 NetHack 3.4.3 NAO 4 NAO players on Nethack Wiki 5 See also 6 External links Getting started To play, all you need is a ssh or telnet client. On Windows, the built-in telnet.exe is adequate, though most prefer to use PuTTY. It may be worth mentioning that ssh, being more secure, may be the better choice, otherwise someone might find out your password by sniffing the net. Providing the clients are installed, in Mac OS X, other UNIX-like systems, and Windows, typing the following commands in a command prompt will get you connected: ssh [email protected] or telnet nethack.alt.org In case the standard telnet port is blocked, you can also try port 14321 by typing the following command: telnet nethack.alt.org 14321 User interface tips For those used to the tiles (GUI) port Anyone accustomed to the Qt tiles port will sorely miss a separate message window. Instead, game messages are displayed one line at a time in the terminal's top line. Most meaningful actions generate several lines that each have to be scrolled by with space or escape. This is, of course, standard behaviour in the tty form of Nethack. The best solution is to use the curses interface. Alternatively, you can configure the MSGTYPE option to suppress junk messages. You can't use both at the same time. You might want to turn off rest-on-space and either use space to scroll through the messages, or skip all messages at once with ctrl&nbsp;+ space, then use ctrl&nbsp;+ p to read a screenful at a time. (In that case, you'll have to set a preference to have ctrl&nbsp;+ p list messages on a full screen instead of line by line; it's also good to have a healthy large number, say 50, of past messages saved.) For those using Terminal.app in Mac OS X To enable extended characters, do the following: In Terminal.app, choose "Preferences..." from the Terminal menu. Click the "Encodings" tab at the top. Check the checkbox next to "Latin-US (DOS)" Click the "Settings" at the top and create a new setting, probably titled "Nethack". In the text tab, check "Use bright colors for bold fonts". You may wish to adjust the bright or dim colors to make them more distinct (e.g. make dim yellow look brown). Note that you can only adjust these options in OS X Lion or later. In the new setting, click the "Advanced" tab and set "Character encoding" to "Latin-US (DOS)" In the same tab, change "Declare terminal as" to "xterm-16color". (also OS X Lion or later) Close the Settings window and open a new Nethack window from the Shell menu. In NetHack, enable the IBMgraphics option. (Optional) Install a smoother-looking font, ProFont. Alternative: Using white-on-black Since certain monsters can be hard to see in the default black-on-white OS X terminal, it is best to go white-on-black before accessing NAO. It can be done with the following command: xterm -fa Monaco -fs 14 -fg white -bg black &amp; NetHack 3.4.3 NAO This section only concerns the NAO version of NetHack 3.4.3. The following interface patches were added: menucolors, compiled with posix regex sortloot dumplog showborn &amp; extinct hpmon, with an added option to turn it off (removed in favor of statuscolors) statuscolors dgamelaunch mail paranoid quit slightly modified version of use_darkgray showbuc window edge extended logfile whereis-file user game tracking lifted from Sporkhack MSGTYPE option Loading bones files can be switched off Also, NetHack has been compiled with autopickup exceptions, and several bugs have been fixed, including the Astral call bug, a bug that allowed predicting the random numbers, and a crash when dropping gold in certain situations. There are also several new hallucinatory monster names, random engravings, random gravestone epitaphs and T-shirt messages. A more detailed list of the changes and the diff file are at http://alt.org/nethack/naonh.php Several of NAO's interface improvements and bugfixes were borrowed from other variants - this is also documented in the above diff file. As of August, NetHack 3.4.3 and NetHack 3.6.0 are no longer hosted on NAO. However, this version of NetHack 3.4.3 is also used in other public servers, such as Hardfought. NAO players on Nethack Wiki Members of the Nethack Wiki can include the template {{NAOplayer|NAO player account}} on their user's pages to link to their corresponding NAO's account and include links to their games, logs etc. Capitalization matters. See also Automating dgamelaunch login "Robin" shared accounts Template:NAOplayer External links NAO's official website Nethack 3.6.0 highscores
# User talk:203.206.139.6 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! I'm really happy to have you here, and look forward to working with you! —ZeroOne (talk&nbsp;/&nbsp;@) 08:04, 6 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]
# Infravision Infravision is an intrinsic property possessed by dwarves, elves, gnomes, and orcs. Many monsters also have this ability. Humans do not have infravision: to make use of it, they must polymorph into some other monster that has infravision. Infravision allows a character to detect warm-blooded or fire-based monsters in their line of sight, even if that location is unlit. Such monsters are known as infravisible. Infravision does not detect invisible creatures. 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. All felines now have infravision.
# Related changes Enter a page name to see changes on pages linked to or from that page. (To see members of a category, enter Category:Name of category). Changes to pages on your Watchlist are in bold. Recent changes options Show last 50 | 100 | 250 | 500 changes in last 1 | 3 | 7 | 14 | 30 daysHide registered users | Hide anonymous users | Hide my edits | Show bots | Hide minor editsShow new changes starting from 17:49, 24 July 2023 Namespace: all (Main) Talk User User talk NetHackWiki NetHackWiki talk File File talk MediaWiki MediaWiki talk Template Template talk Help Help talk Category Category talk Source Source talk Forum Forum talk Video Video talk User blog User blog talk Blog Blog talk Module Module talk &nbsp;Invert selection &nbsp;Associated namespaceTag filter:Page name: Show changes to pages linked to the given page instead List of abbreviations: N This edit created a new page (also see list of new pages) m This is a minor edit b This edit was performed by a bot (±123) The page size changed by this number of bytes 22 July 2023 &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;20:27&nbsp; Rogue‎‎ (2 changes | history) . . (-21)‎ . . [Umbire the Phantom‎; Coz‎] &nbsp;m&nbsp;&nbsp;&nbsp; 20:27 (cur | prev) . . (-29)‎ . . Umbire the Phantom (talk | contribs) (we have *enough* Grays links. Stormbringer is fine, but honestly needs to be mentioned way earlier in this strategy section) &nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 14:16 (cur | prev) . . (+8)‎ . . Coz (talk | contribs) (Added more links to Grayswandir and Stormbringer) 20 July 2023 &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;10:30&nbsp; Rogue‎ (diff | hist) . . (+4)‎ . . Coz (talk | contribs) (Added link to the Master Key of Thievery)
# 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>
# Options Contents 1 Configuration file 2 In-game 3 Command line 4 Options 4.1 AUTOCOMPLETE 4.2 acoustics 4.3 align 4.4 autodescribe 4.5 autodig 4.6 autoopen 4.7 autopickup 4.8 AUTOPICKUP_EXCEPTION 4.9 autoquiver 4.10 BIND 4.11 blind 4.12 bones 4.13 boulder 4.14 catname 4.15 character 4.16 checkpoint 4.17 checkspace 4.18 CHOOSE 4.19 clicklook 4.20 cmdassist 4.21 confirm 4.22 dark_room 4.23 disclose 4.24 dogname 4.25 extmenu 4.26 female 4.27 fixinv 4.28 force_invmenu 4.29 fruit 4.30 gender 4.31 goldX 4.32 help 4.33 herecmd_menu 4.34 hilite_pet 4.35 hilite_pile 4.36 hilite_status 4.37 hitpointbar 4.38 horsename 4.39 ignintr 4.40 implicit_uncursed 4.41 legacy 4.42 lit_corridor 4.43 lootabc 4.44 mail 4.45 male 4.46 mention_walls 4.47 menucolors 4.48 menustyle 4.49 menu_deselect_all 4.50 menu_deselect_page 4.51 menu_first_page 4.52 menu_headings 4.53 menu_invert_all 4.54 menu_invert_page 4.55 menu_last_page 4.56 menu_next_page 4.57 menu_objsyms 4.58 menu_overlay 4.59 menu_previous_page 4.60 menu_search 4.61 menu_select_all 4.62 menu_select_page 4.63 menu_tab_sep 4.64 msghistory 4.65 msg_window 4.66 MSGTYPE 4.67 name 4.68 news 4.69 nudist 4.70 null 4.71 number_pad 4.72 packorder 4.73 paranoid_confirmation 4.74 perm_invent 4.75 pettype 4.76 pickup_burden 4.77 pickup_thrown 4.78 pickup_types 4.79 pile_limit 4.80 playmode 4.81 pushweapon 4.82 race 4.83 rest_on_space 4.84 role 4.85 roguesymset 4.86 rlecomp 4.87 runmode 4.88 safe_pet 4.89 sanity_check 4.90 scores 4.91 showexp 4.92 showrace 4.93 showscore 4.94 silent 4.95 sortloot 4.96 sortpack 4.97 SOUND 4.98 sparkle 4.99 standout 4.100 status_updates 4.101 statushilites 4.102 statuslines 4.103 suppress_alert 4.104 symset 4.105 time 4.106 timed_delay 4.107 tombstone 4.108 toptenwin 4.109 travel 4.110 verbose 4.111 vt_tiledata 4.112 whatis_coord 4.113 whatis_filter 4.114 whatis_menu 4.115 whatis_moveskip 4.116 windowtype 4.117 wizkit 4.118 zerocomp 5 Window Port Customization Options 5.1 align_message 5.2 align_status 5.3 ascii_map 5.4 color 5.5 eight_bit_tty 5.6 font_map 5.7 font_menu 5.8 font_message 5.9 font_status 5.10 font_text 5.11 font_size_map 5.12 font_size_menu 5.13 font_size_message 5.14 font_size_status 5.15 font_size_text 5.16 fullscreen 5.17 large_font 5.18 map_mode 5.19 mouse_support 5.20 player_selection 5.21 popup_dialog 5.22 preload_tiles 5.23 scroll_amount 5.24 scroll_margin 5.25 selectsaved 5.26 softkeyboard 5.27 splash_screen 5.28 tile_width 5.29 tile_height 5.30 tile_file 5.31 tiled_map 5.32 use_darkgray 5.33 use_inverse 5.34 vary_msgcount 5.35 windowcolors 5.36 wraptext 6 Platform-specific Customization options 6.1 altkeyhandler 6.2 altmeta 6.3 BIOS 6.4 DECgraphics 6.5 flush 6.6 IBMgraphics 6.7 MacGraphics 6.8 page_wait 6.9 rawio 6.10 soundcard 6.11 subkeyvalue 6.12 video 6.13 videocolors 6.14 videoshades 7 References The game options affect the look and feel of the game. They can be changed: permanently in the configuration file at one of the following locations: Windows (as of Nethack 3.6.2): .nethackrc located in %USERPROFILE%\NetHack\) DOS and Windows (before 3.6.2): defaults.nh in the same directory as nethack.exe or nethackW.exe) Unix (unix-based or unix-like systems, including macOS and Linux): ~/.nethackrc pre-OSX-Mac and BeOS: NetHack Defaults Amiga, Atari, OS/2 and VMS: NetHack.cnf temporarily by using the in-game options screen, accessible by pressing shift&nbsp;+ o in the game each time the game is run, on the command line. when the game is compiled. There are two types of options, boolean and compound options. Boolean options toggle a setting on or off, while compound options take more diverse values. Configuration file Options are usually prefixed by 'OPTIONS=' on each line. Name a boolean option in the configuration file to turn it on, and prefix it with 'no' or '!' to turn it off. Options can be combined into one line for brevity: OPTIONS=boulder:0, color, autodig, !cmdassist, norest_on_space For compound options, the option name and value are separated by a colon: OPTIONS=catname:Mirri The above two lines set boulder to 0, enable color and autodig, disable cmdassist and rest_on_space, and set your cat's name to Mirri. Any line beginning with a '#' is a comment; i.e. the line is ignored. Persistent options: Some options are marked persistent, and are saved and reloaded along with the game. Changing a persistent option in the configuration file applies only to new games. If a configuration file does not exist, create a new one that's appropriate for your system with a text file editor. (For Mac macOS Terminal, use ~/.nethackrc instead of NetHack Defaults) In-game The in-game configuration menu is brought up by pressing shift&nbsp;+ o. It is similar to an item selection menu, where you use alphabetic letters to select which options to change. Boolean options are toggled on or off, while you are prompted to enter new values for compound options. Some options cannot be changed in-game. Command line You can also set options from the command line by setting the NETHACKOPTIONS environment variable. If the value starts with '\' or '/' or '@', it is considered to be a config file name. For example: NETHACKOPTIONS=boulder:0, color, autodig or NETHACKOPTIONS=@/home/username/.nethackrc Options AUTOCOMPLETE Enable or disable autocompletion when entering particular extended commands. Listing them in a comma-separated list enables, prefixing with ! disables. Example: AUTOCOMPLETE=zap,!annotate acoustics Enable messages about what your character hears. Boolean option, defaults to TRUE. align Your starting alignment. Compound option, with possible values of lawful, neutral, chaotic, or random. The first letter may be given alone. Prefix with&nbsp;! to exclude that alignment from being picked randomly. Cannot be set in-game. Example that excludes chaotic: OPTIONS=align:!c autodescribe Automatically describe the terrain under cursor when asked to get a location on the map. The whatis_coord option controls whether the description includes map coordinates. It can be toggled by typing # while targeting. autodig Automatically dig, if you're wielding a digging tool and moving into a place that can be dug. Boolean option, defaults to FALSE. Can be set in-game. Persistent. autoopen Walking into a door attempts to open it. Boolean option, defaults to TRUE. Persistent. autopickup Main article: Autopickup Automatically pick up things onto which you move. See also pickup_types, pickup_burden, pickup_thrown, and Autopickup_exceptions. Boolean option, defaults to TRUE. Can be set in-game. AUTOPICKUP_EXCEPTION Main article: Autopickup_exception Autopickup exceptions allow you to specify particular expression matches for more nuanced autopickup usage. See the main article for usage information. autoquiver Automatically quiver some suitable weapon if your quiver empties when firing. Boolean option, defaults to FALSE. Can be set in-game. Persistent. BIND Change the key bindings of special keys, menu accelerators, or extended commands. You can specify multiple bindings for a single command. The format is a comma-separated list, with colon-separated keybinding and command. A binding overrides an existing key usage. Example: BIND=!:loot,^v:untrap,M-x:terrain See Binding keys for a more detailed description and a list of bindable special commands. blind Start the character permanently blind. Boolean option, defaults to FALSE. Persistent. bones Allow saving and loading bones files. Boolean option, defaults to TRUE. Persistent. boulder Set the symbol used to display boulders. For example boulder:0 Compound option with default value of `. Can be set in-game. Can also be defined using ASCII value, and without the OPTIONS prefix simply as BOULDER=48 For example, BOULDER=64 would be equal to OPTIONS=boulder:@. See also Custom map symbols#BOULDER This option has been superseded by the SYMBOLS= format described in the symset option, though this method still functions. catname Set the name of your starting cat. Compound option, and it cannot be set within game. See also dogname and horsename. Example: OPTIONS=catname:Whiskers character Synonym for role. checkpoint Save game state after each level change, for possible recovery after program crash. Boolean option, defaults to TRUE. Can be set in-game. checkspace Check free disk space before writing files to disk. You may have to turn this off if you have more than 2 GB free space on the partition used for your save and level files. A boolean option, defaults to on. Only applies when MFLOPPY was defined during compilation. CHOOSE Choose at random one of the comma-separated parameters as an active section name. Lines in other sections are ignored. This allows for a fine-tuned options set for particular roles. Example: CHOOSE=char A,char B [char A] OPTIONS=role:arc,race:dwa,align:law,gender:fem [char B] OPTIONS=role:wiz,race:elf,align:cha,gender:mal clicklook Allows looking at things on the screen by navigating the mouse over them and clicking the right mouse button. Boolean option, defaults to FALSE. cmdassist NetHack provides some additional command assistance when it detects some anticipated mistakes. Boolean option, defaults to TRUE. Can be set in-game. confirm Have user confirm attacks on peaceful creatures. Boolean option, defaults to TRUE. Can be set in-game. Persistent. dark_room Draw unseen (line-of-sight blocked) areas of lit rooms as if they were unlit. Boolean value, defaults to FALSE. Persistent. disclose Controls the prompts at the end of the game. Possible values are i - disclose your inventory a - disclose your attributes v - summarize monsters you've killed g - list genocided monsters c - display conduct o - display dungeon overview Each of those values can be preceded with a value that tells how it behaves. The possible values are y - prompt, defaults to yes n - prompt, defaults to no + - disclose without prompting - - don't disclose, don't prompt The listing of killed monsters can be sorted, so there are two additional choices for v: ? - prompt you and default to ask on the prompt; # - disclose it without prompting, ask for sort order. For example OPTIONS=disclose:yi na +v -g -c -o Persistent. dogname Set the name of your starting dog. Compound option, and it cannot be set within game. See also catname and horsename. Example: OPTIONS=dogname:Cujo extmenu Does extended commands interface pop up a menu? Boolean option, defaults to FALSE. Only implemented for the TTY windowport. female An obsolete synonym for gender:female. Cannot be set in-game. A user has suggested improving this page or section as follows: "Since it is "obsolete" can we delete this section? It is handled by the gender option." fixinv An object's inventory letter sticks to it when it's dropped, so when you pick it up again, it will have the same inventory letter, unless there is already another item in your inventory using that letter. Boolean option, defaults to TRUE. Can be set in-game. Persistent. force_invmenu Commands asking for an inventory item will show a menu instead of a text query with possible menu letters. Boolean option, default is FALSE. fruit Set the name of the user-definable fruit. Compound option, takes a string, with a default value of slime mold. Can be set in-game. gender Sets the gender of your character. A compound option, with possible values of male, female, or random. Default value is to pick an appropriate gender randomly. Cannot be set in-game. goldX When filtering objects based on blessed/cursed state (BUCX), this options specifices whether to include gold as X (unknown state) when on, and U (uncursed) when off. Default is off. help If more information is available for an object looked at with the what is / command, ask if you want to see it. Boolean option, defaults to TRUE. Can be set in-game. Persistent. herecmd_menu When using a windowport that supports mouse and clicking on yourself or next to you, show a menu of possible actions for the location. Same as herecmdmenu and therecmdmenu commands. hilite_pet Visually distinguish pets from similar animals (This includes both your starting pet and any monsters you happen to tame along the way). Boolean option, defaults to FALSE. Can be set in-game. hilite_pile Visually distinguish piles of objects from individual objects. Boolean option, defaults to FALSE. hilite_status If the statushilites option is set, this option allows you to customize your game display by setting thresholds to change the color or appearance of fields in the status bar. This is an "experimental feature" in NetHack 3.6.0 (in particular, it is missing from all official binaries, but most public servers enable it). In NetHack 3.6.1, it has been changed significantly and uses some different syntax. For a full guide on configuring status hilites, see Status hilites. The whole feature can be disabled by turning the statushilites option off. hitpointbar Show a hit point bar graph behind your name and title. Only available for TTY and Windows GUI, and only when statushilites is on. horsename Set the name of your starting horse. Compound option, and it cannot be set within game. See also catname and dogname. ignintr Ignore interrupt signals, including breaks. Boolean option, defaults to FALSE. Not implemented on Mac. Can be set in-game. Persistent. implicit_uncursed Omit "uncursed" from inventory lists, if possible. Boolean option, defaults to TRUE. legacy Display an introductory message when starting the game. Boolean option, defaults to TRUE. Cannot be set in-game. lit_corridor Distinguish visually between lit and unlit corridors. Boolean option, defaults to FALSE. Can be set in-game. Persistent. lootabc Use the old a, b and c keyboard shortcuts in the looting menu. Boolean option, defaults to FALSE. Can be set in-game. Persistent. mail Enable mail delivery during the game. Boolean option, defaults to TRUE. Only meaningful if NetHack was compiled with MAIL. Can be set in-game. male An obsolete synonym for gender:male. Cannot be set in-game. A user has suggested improving this page or section as follows: "Since it is "obsolete" can we delete this section? It is handled by the gender option." mention_walls Give feedback when walking against a wall. Boolean value, defaults to FALSE. menucolors Main article: Menucolors Enable coloring menu lines. Boolean value, defaults to FALSE. See main article for how to set menucolors with particular expression matches. menustyle Controls the interface used when you need to choose various objects (in response to the Drop command, for instance). Persistent. Compound option, with following possible values: Option Description traditional prompt for object class characters, followed by an object-by-object prompt for all matching items combination prompt for object classes of interest, then display a menu of matching objects partial skip the object class filtering and immediately display a menu of all objects full display a menu of object classes, and then a menu of matching objects menu_deselect_all Menu character accelerator to deselect all items in a menu. Implemented by the Amiga, Gem, X11 and tty ports. Compound option, with default of '-'. Cannot be set in-game. menu_deselect_page Menu character accelerator to deselect all items on this page of a menu. Implemented by the Amiga, Gem and tty ports. Compound option, with default of '\'. Cannot be set in-game. menu_first_page Menu character accelerator to jump to the first page of a menu. Implemented by the Amiga, Gem and tty ports. Compound option, with default of '^'. Cannot be set in-game. menu_headings Controls how the headings in a menu are highlighted. Compound option, with possible values of none, bold, dim, underline, blink, or inverse. Not all ports can actually display all types. menu_invert_all Menu character accelerator to toggle the selections in a menu. Implemented by the Amiga, Gem, X11 and tty ports. Compound option, with default of '@'. Cannot be set in-game. menu_invert_page Menu character accelerator to toggle the selection on this page of a menu. Implemented by the Amiga, Gem and tty ports. Compound option, with default of '~'. Cannot be set in-game. menu_last_page Menu character accelerator to jump to the last page of a menu. Implemented by the Amiga, Gem and tty ports. Compound option, with default of '|'. Cannot be set in-game. menu_next_page Menu character accelerator to goto the next page of a menu. Implemented by the Amiga, Gem and tty ports. Compound option, with default of '&gt;'. Cannot be set in-game. menu_objsyms Show object symbols in menu headings in menus where the object symbols act as menu accelerators. Boolean option, defaults to FALSE. menu_overlay Do not clear the screen before drawing menus, and align menus to the right edge of the screen. Only for the TTY windowport. Boolean option, defaults to TRUE. menu_previous_page Menu character accelerator to goto the previous page of a menu. Implemented by the Amiga, Gem and tty ports. Compound option, with default of '&lt;'. Cannot be set in-game. menu_search Menu character accelerator to search for a menu item. Implemented by the Amiga, Gem and X11 ports. Compound option, with default of ':'. Cannot be set in-game. menu_select_all Menu character accelerator to select all items in a menu. Implemented by the Amiga, Gem, X11 and tty ports. Compound option, with default of '.'. Cannot be set in-game. menu_select_page Menu character accelerator to select all items on this page of a menu. Implemented by the Amiga, Gem and tty ports. Compound option, with default of ','. Cannot be set in-game. menu_tab_sep Use tabs to separate menu names from their values. This option is only shown when in wizard-mode, and is only meant for testing purposes. msghistory Number of message-window messages to save. Compound option, takes a positive number, with default of 20. Maximum and minimum values depend on the window port; For the TTY, X11 and Gem ports the minimum is 20 and maximum 60. Cannot be set in-game. msg_window How to show the latest messages recalled with ^P. Compound option, with the following possible values: Option Description single show single message combination two messages as single, then as full full full window, oldest message first reversed full window, newest message first You can use the first letter of an option to specify that option. For backwards compatibility, no value needs to be given; in that case defaults to 'full', or it can be negated like a boolean option, in which case defaults to 'single'. Can be set in-game only if playing the TTY windowport. MSGTYPE Main article: MSGTYPE Can be used to hide obnoxious messages or emphasize dangerous ones. See main article for how to use MSGTYPEs. name The name of your character. Compound option, defaults to your user name. If set to player, then NetHack will ask for the user name, even on systems where it normally wouldn't. If suffixed with dash and character role letter (one of -A -B -C -H -K -M -P -Ra -Ro -S -T -V -W), then also defines the character role, or if suffixed with -@, then selects a random role. Cannot be set in-game. news Read the NetHack news file at start of game, if present. Boolean option, defaults to TRUE. nudist Start the character with no armor. Boolean option, defaults to FALSE. Persistent. null Send padding NULLs to terminal. A boolean, defaults to FALSE. Only used if you compiled NetHack with TERMCAP and without TIMED_DELAY. Persistent. number_pad Use the number keys to move instead of hjklyubn. Valid options are: Option Description 0 move by letters; 'yuhjklbn' 1 move by numbers; digit 5 acts as G movement prefix 2 like 1 but 5 works as g prefix instead of as G 3 by numbers using phone key layout; 123 above, 789 below 4 combines 3 with 2; phone layout plus MSDOS compatibility, where 5 means g, alt&nbsp;+ 5 means G, and alt&nbsp;+ 0 mean I -1 by letters but use z to go northwest, y to zap wands (for German keyboards) With number_pad set to 1, 2, 3, or 4, counts need to be prefixed with n (n50s to search 50 times). Also, some extended commands are available in a short form (l performs #loot, u performs #untrap, etc). For backwards compatibility, number_pad without a value is synonymous to number_pad:1. packorder Sets the order of item classes shown in inventory. Compound option, takes a string of up to 14 characters, with default values of ")[%?+!=/(*`0_. Omitted types are filled in at the end from the previous order. Can be set in-game. Persistent. paranoid_confirmation A space-separated list of specific situations where alternate prompting is desired. The default is paranoid_confirmation:pray. Option Description Confirm for any prompts which are set to require "yes" rather than 'y', also require "no" to reject instead of accepting any non-yes response as no quit require "yes" rathern than 'y' to confirm quitting the game or switching into non-scoring explore mode die require "yes" rather than 'y' to confirm dying (applies only to explore mode) bones require "yes" rather than 'y' to confirm saving bones data when dying in debug mode attack require "yes" rather than 'y' to confirm attacking a peaceful monster pray require 'y' to confirm an attempt to pray rather than immediately praying; on by default wand-break require "yes" rather than 'y' to confirm breaking a wand. (NetHack 3.6.2 only) Were-change require "yes" rather than 'y' to confirm changing form due to lycanthropy when hero has polymorph control. (NetHack 3.6.2 only) Remove require selection from inventory for R and T commands even when wearing just one applicable item all turn on all of the above The following information pertains to an upcoming version (NetHack 3.7.0). If this version is now released, please verify that it is still accurate, then update the page to incorporate this information. This commit introduces paranoid_confirmation:swim, which will prevent you from walking onto water or lava unless you prefix the movement with m. By default, the pray choice is enabled, the others disabled. To disable it without setting any of the other choices, use paranoid_confirmation:none. To keep it enabled while setting any of the others, include it in the list: OPTIONS=paranoid_confirmation:attack pray Remove perm_invent Show permanent inventory window. Boolean option, defaults to FALSE. Not used on TTY. Can be set in-game. Persistent. pettype Sets your preferred pet type. A compound option, with possible value of cat, dog, or use none to start a game without a pet. Cannot be set in-game. pickup_burden Prompt for confirmation before picking up items that will push the character's encumbrance past a given level -- Unencumbered, Burdened, streSsed, straiNed, Overtaxed, or overLoaded. This will not prompt the player when picking up a loadstone.[1] Defaults to S. Persistent. pickup_thrown If this option is on and autopickup is also on, try to pick up things that you threw, even if they aren't in pickup_types or match an autopickup exception. Boolean option, defaults to TRUE. Persistent. pickup_types Specify the object types to be picked up when autopickup is on. Default is all to pick up all types. For example "pickup_types:?!/" would pick up all scrolls, potions and wands. Persistent. pile_limit When walking across a pile of objects on the floor, threshold at which the message "there are few/several/many objects here" is given instead of showing a popup list of those objects. A value of 0 means "no limit" (always list the objects); a value of 1 effectively means "never show the objects" since the pile size will always be at least that big; default value is 5. Persistent. playmode Values are normal, explore, or debug. Allows selection of explore mode (also known as discovery mode) or debug mode (also known as wizard mode) instead of normal play. Debug mode might only be allowed for someone logged in under a particular user name (on multi-user system) or it might be disabled entirely. Requesting it when not allowed or not possible results in explore mode instead. NAO has both Explore and Debug modes disabled entirely. Default is normal play. pushweapon If you wield something when you are already wielding something else, the old weapon is pushed into the alternate weapon slot. Boolean option, defaults to FALSE. Can be set in-game. Persistent. race Set your character's race. A compound option, with possible values of human, elf, dwarf, gnome, orc, or random, with default of random. If you prefix a ! to the value, you can exclude that race from being picked randomly. Cannot be set in-game. Persistent. rest_on_space Space waits for a turn. This is considered by some as a very easy way to get killed. Boolean option, defaults to FALSE. Can be set in-game. Persistent. role Set your character's role. Can also be random. A compound option. See name option for an alternate method of specifying your role. Normally only the first letter of the value is examined, with r being the exception with Rogue, Ranger, and random values. If you prefix an option with !, you can exclude that role from being picked randomly. Cannot be set in-game. Persistent. roguesymset This option may be used to select one of the named symbol sets found within the symbols file to alter the symbols displayed on the screen on the rogue level. rlecomp When writing out a save file, perform a run length compression of the map. Not all ports support run length compression. It has no effect on reading an existing save file. runmode Set the screen updating interval for multi-turn actions, eg. running or traveling. Can be set in-game. Compound option with the following possible values: Option Description teleport update the map after movement has finished run update the map after every seven or so steps (default) walk update the map after each step crawl like walk, but pause briefly after each step safe_pet Prevents you from (knowingly) attacking your pet by moving into it. TRUE is the best setting as attacking a pet, should you wish to, is easily accomplished using the fight command. Boolean option, defaults to TRUE. Can be set in-game. sanity_check This option turns on debugging output, and is only available in wizard mode. Boolean option, defaults to FALSE. scores Control what part of hiscore list to show at the end of game. Compound option. Can be set in-game. Persistent. Accept the following options, separated by spaces: o - show my own score. Can be prefixed with ! to not show own score. Xa - show X scores around own score Xt - show X scores from the top For example: OPTIONS=scores:10t 2a o showexp Displays the exact number of experience points next to your experience level on the status line. Useful for seeing how close you are to the next level, but it may increase the length of the status line a lot, pushing important notifications (like Hungry, Ill, FoodPois, etc.) off the end. Boolean option, defaults to FALSE. Can be set in-game. Persistent. showrace Uses the symbol for your race instead of @. That's h for dwarves, o for orcs and G for gnomes. Elves are still @. This could be useful for reminding you not to genocide your racial glyph but is not widely used. Boolean option, defaults to FALSE. Can be set in-game. showscore Shows your approximate accumulated score on the bottom line. Boolean option, defaults to FALSE. Can be set in-game. Persistent. Only available if NetHack was compiled with SCORE_ON_BOTL. silent Stops your terminal's bell sounding. Boolean option, defaults to TRUE. Can be set in-game. Persistent. sortloot Controls the sorting behavior of the pickup lists for inventory and #loot commands and some others. Persistent. The possible values are: Option Description full always sort the lists loot only sort the lists that don't use inventory letters, like with the #loot and pickup commands none show lists the traditional way without sorting sortpack Groups similar kinds of objects in your inventory. TRUE is highly recommended. Boolean option, defaults to TRUE. Can be set in-game. Persistent. SOUND Main article: User sounds Allows user-defined sound file to be played when a message is shown. sparkle Display sparkly effect for resisted magical attacks (e.g. a fire attack on a fire-resistant monster). It can be helpful to turn this off on the Plane of Fire, otherwise a dozen or more sparkles will occur per turn. See also timed_delay. Boolean option, defaults to TRUE. Can be set in-game. Persistent. standout Uses standout mode (reverse video) for displaying "--More--". Boolean option, defaults to FALSE. Can be set in-game. Persistent. status_updates Allow updates to the status lines at the bottom of the screen (default true). statushilites Controls how many turns status hilite behaviors highlight the field. If negated or set to zero, disables status hiliting. Only useful when you have status hilite rules configured; see the hilite_status option for more information. statuslines Allows you to choose whether your status bar has 2 or 3 lines. Can also be set during the game. Your user interface must support at least 25 rows, when using the value of 3. This is especially useful in Curses interface. suppress_alert Prevent alert notification messages about feature changes in a NetHack version and the previous versions. Compound option, accepts a string describing a NetHack version. Can be set in-game. Currently only one use, which is to prevent the quiver and quit-command changes: OPTIONS=suppress_alert:3.3.1 symset Main article: symset Select the symbols used to display the game. Replaces the DECgraphics, IBMgraphics, and MACgraphics options. NHAccess (Recommended for blind players) MACgraphics IBMGraphics_2 IBMGraphics_1 IBMgraphics DECgraphics Individual symbols may be set using the following format: SYMBOLS=S_boulder:0 SYMBOLS=S_golem:7 SYMBOLS=S_ghost:8 For a complete list of symbol names, please see the symset article. time Displays elapsed game time, in turns, on the status line. Very useful for estimating prayer timeouts, spell lifespan, and more. Boolean option, defaults to FALSE. Can be set in-game. Persistent. timed_delay On TTY interfaces (unix and VMS), use a timer instead of sending extra screen output when attempting to pause for a display effect. On MSDOS without the termcap lib, chooses whether or not to pause for visual effect. See also sparkle. Boolean option, defaults to TRUE if configured into the program. Can be set in-game. Persistent. tombstone Prints an ASCII tombstone when you die. Boolean option, defaults to TRUE. Can be set in-game. Persistent. toptenwin Prints the top ten high scores in a window rather than stdout. This isn't very useful unless you are using a GUI version. Boolean option, defaults to FALSE. Can be set in-game. Persistent. travel Enables the travel command. Boolean option, defaults to TRUE. Can be set in-game. Persistent. verbose Chooses whether or not to display certain non-essential messages, such as doors being destroyed. Boolean option, defaults to TRUE. Can be set in-game. Persistent. vt_tiledata Main article: vt_tiledata Boolean option. Turning it on will output extra information in the datastream in the form of escape code "ESC [ ... z", meant for graphical frontends. See also EbonHack. whatis_coord When using the / (what is) or ; (far look) commands to look around on the map with autodescribe on, display coordinates after the description. Also works in other situations where you are asked to pick a location. The possible settings are: c - compass ('east' or '3s' or '2n,4w') f - full compass ('east' or '3south' or '2north,4west') m - map <x,y> (map column x=0 is not used) s - screen [row,column] (row is offset to match tty usage) n - none (no coordinates shown). Default. The whatis_coord option is also used with the sub-commands m, M, o, and O when using /, where the 'none' setting is overridden with 'map'. whatis_filter When using the m, o, d, x or a keys to select a location on the map, allows filtering the possible targets. It can be set by typing " while targeting. It can be set to: n - no filtering (default) v - in view only a - in same area only (e.g. same room or same corridor) The area-filter tries to be slightly predictive; if you're standing on a doorway, it will consider the area on the side of the door you were last moving toward. whatis_menu When using the m, o, d, x or a keys to select a location on the map, uses a menu to pick a target. Otherwise, typing a lowercase letter will cycle through targets from nearest to furthest, and an uppercase letter from furthest to nearest. It can be toggled by typing ! while targeting. Boolean, default off. whatis_moveskip When selecting a location on the map, and using shifted movement keys or meta-digit keys to fast-move, instead of moving 8 units at a time, move by skipping the same glyphs. It can be toggled by typing * while targeting. Boolean, default off. windowtype Select which windowing system to use, such as tty or X11 (default depends on version). Cannot be set in-game. Example: OPTIONS=windowtype:tty wizkit Wizard mode-only option. Specifies the path to a text file that contains a list of item names, one per line, up to a maximum of 128 lines. Each line is processed by the function that handles wishing. For example, if you enter this path to a text file in your config: WIZKIT=wizkit.txt And the contents of wizkit.txt are: blessed monster detection ring of levitation amulet of yendor 2 blessed genocide Then your character start with those items in their inventory, in addition to the normal starting items. zerocomp When writing out a save file, perform zero-comp compression of the contents. Not all ports support zero-comp compression. It has no effect on reading an existing save file. Window Port Customization Options align_message Where to align or place the message window. Compound option, with possible values of top, bottom, left, or right. Cannot be set in-game. align_status Where to align or place the status window. Compound option, with possible values of top, bottom, left, or right. Cannot be set in-game. ascii_map NetHack should display an ASCII character map if it can. Boolean option. Can be set in-game. color Main article: colors NetHack should display color if it can for different monsters, objects, and dungeon features. This option matters only for the TTY windowport. Boolean option, defaults to TRUE on most systems including Windows and Mac. Can be set in-game. In case the default color scheme is hard to distinguish on your monitor, you might want to edit the color preferences in your terminal emulator. If you are looking for colors of the wiki itself, see Category:Function_templates and User:Paxed/ReplaceCharsBlock. eight_bit_tty NetHack should pass eight-bit character values straight through to your terminal. Boolean option, defaults to FALSE. Can be set in-game. font_map NetHack should use a font by the chosen name for the map window. font_menu NetHack should use a font by the chosen name for menu windows. font_message NetHack should use a font by the chosen name for the message window. font_status NetHack should use a font by the chosen name for the status window. font_text NetHack should use a font by the chosen name for text windows. font_size_map NetHack should use this size font for the map window. font_size_menu NetHack should use this size font for menu windows. font_size_message NetHack should use this size font for the message window. font_size_status NetHack should use this size font for the status window. font_size_text NetHack should use this size font for text windows. fullscreen NetHack should try and display on the entire screen rather than in a window. Boolean option, defaults to false. Cannot be set in-game. If the game cannot be displayed in fullscreen through this option and you are using the tty interface, you can usually adjust your terminal emulator configuration to achieve a similar effect (e.g. by increasing the font size). large_font NetHack should use a large font. map_mode NetHack should display the map in the manner specified. Used in Windows port to choose between tiles or different sizes of ASCII. Consult defaults.nh for possible options. mouse_support Use mouse for moving around. A boolean, defaults to FALSE. Is displayed, but cannot be set in-game. player_selection NetHack should pop up dialog boxes, or use prompts for character selection. Compound option. Cannot be set in-game. popup_dialog NetHack should pop up dialog boxes for input. Boolean option, defaults to false. Can be set in-game. preload_tiles NetHack should preload tiles into memory. Boolean option, defaults to true. Cannot be set in-game. scroll_amount NetHack should scroll the display this many map cells when the hero reaches the scroll_margin. A compound option, accepts a positive number. Cannot be set in-game. scroll_margin NetHack should scroll the display when the hero or cursor is this number of cells away from the edge of the window. A compound option, accepts a positive number. Cannot be set in-game. selectsaved NetHack should display a menu of existing saved games for the player to choose from at game startup, if it can. Not all ports support this option. softkeyboard Display an on-screen keyboards; handhelds are most likely to support this. Boolean option, defaults to off. Cannot be set in-game. splash_screen NetHack should display an opening splash screen when it starts up. Boolean option, defaults to yes. tile_width Specify the preferred width of each tile in a tile capable port. Compound option, accepts a positive number. Cannot be set in-game. tile_height Specify the preferred height of each tile in a tile capable port. Compound option, accepts a positive number. Cannot be set in-game. tile_file Specify the name of an alternative tile file to override the default. Compound option. Cannot be set in-game. tiled_map NetHack should display a tiled map if it can. Boolean option, Cannot be set in-game. use_darkgray Use bold black instead of blue for black glyphs (TTY only). Boolean option. use_inverse Displays certain things in reverse video. Boolean option, defaults to FALSE on non-Win32 platforms. Can be set in-game. vary_msgcount NetHack should display this number of messages at a time in the message window. Compound option, accepts a positive number. Cannot be set in-game. Implemented only for the Atari GEM, Win32 GUI and WinCE builds. windowcolors NetHack should display windows with the specified foreground/background colors if it can. Compound option. Cannot be set in-game. OPTIONS=windowcolors:wintype fground/bground where wintype is one of menu, message, status, text, and fground and bground are colors, either a hexadecimal #rrggbb, one of the named colors (black, red, green, brown, blue, magenta, cyan, orange, brightgreen, yellow, brightblue, brightmagenta, brightcyan, white, trueblack, gray, purple, silver, maroon, fuchsia, lime, olive, navy, teal, aqua), or one of Windows UI colors (activeborder, activecaption, appworkspace, background, btnface, btnshadow, btntext, captiontext, graytext, greytext, highlight, highlighttext, inactiveborder, inactivecaption, menu, menutext, scrollbar, window, windowframe, windowtext). Example: OPTIONS=windowcolors:menu white/black message green/yellow status white/blue text #ffffff/#000000 wraptext NetHack port should wrap long lines of text if they don't fit in the visible portion of the window. Boolean, defaults to false. Can be set in-game. Platform-specific Customization options altkeyhandler Select an alternate keystroke handler dll to load. The name of the handler is specified without the .dll extension and without any path information. Win32 only. Cannot be set in-game. NetHack comes with nhdefkey.dll, nhraykey.dll, and nh340key.dll. If you are using a non-US keyboard layout and cannot type the dollar sign or the hash mark, try nhraykey. altmeta Enables extended command shortcuts, such as alt&nbsp;+ d to dip.[2] Boolean option, default is off, except on Amiga. Can be set in-game. Is saved into the savefile.[3] BIOS Use BIOS calls to update the screen display quickly and to read the keyboard (allowing the use of arrow keys to move) on machines with an IBM PC compatible BIOS ROM. Boolean option, default off. OS/2, PC, and ST NetHack only. Cannot be set in-game. DECgraphics Use DEC line-drawing characters. Won't work for all terminals. Boolean option, defaults to TRUE. Can be set in-game. Turning this on sets IBMgraphics to FALSE. Starting with NetHack 3.6.0, this option is equivalent to symset:DECgraphics. flush Prevent typeahead. Boolean option, defaults to off. Only usable on Amiga. Can be set in-game. IBMgraphics Main article: IBMgraphics Use IBM extended characters. Won't work for all terminals. Boolean option, defaults to FALSE. Only implemented for the TTY windowport. Can be set in-game. Starting with NetHack 3.6.0, this option is equivalent to symset:IBMgraphics. MacGraphics Use Mac-specific character set to display map. A boolean, Mac-only, defaults to on. See also IBMgraphics and DECgraphics. Starting with NetHack 3.6.0, this option is equivalent to symset:MACgraphics. page_wait Show --more-- after a page of messages. A boolean, Macs only, defaults to on. rawio Force raw (non-cbreak) mode for faster output and more bulletproof input (MS-DOS sometimes treats `^P' as a printer toggle without it) Default off, OS/2, PC, and ST NetHack only. Note: DEC Rainbows hang if this is turned on. Cannot be set in-game. soundcard Compound option, defaults to on. Only for the PC NetHack. Cannot be set in-game. subkeyvalue (Win32 tty NetHack only). May be used to alter the value of keystrokes that the operating system returns to NetHack to help compensate for international keyboard issues. OPTIONS=subkeyvalue:171/92 will return 92 to NetHack, if 171 was originally going to be returned. You can use multiple subkeyvalue statements in the config file if needed. Cannot be set in-game. video Set the video mode used. PC NetHack only. Values are autodetect, default, or vga. Setting vga (or autodetect with vga hardware present) will cause the game to display tiles. Cannot be set in-game. videocolors Set the color palette for PC systems using NO_TERMS (default 4-2-6-1-5-3-15-12-10-14-9-13-11, PC NetHack only). The order of colors is red, green, brown, blue, magenta, cyan, bright.white, bright.red, bright.green, yellow, bright.blue, bright.magenta, and bright.cyan. Cannot be set in-game. Note: If the #version-command shows screen control via foo, where foo is one of mactty, BIOS, DJGPP fast, VGA graphics or WIN32 console I/O, then your version of NetHack supports setting videocolors. videoshades Set the intensity level of the three gray scales available (default is videoshades:dark-normal-light, PC NetHack only). If the game display is difficult to read, try adjusting these scales; if this does not correct the problem, try !color. Possible values are the 3 brightnesses (dark, normal, light) separated by hyphens, eg. videoshades:dark-normal-light or videoshades:normal-dark-normal. Cannot be set in-game. References ↑ src/pickup.c in NetHack 3.6.6, line 1404 ↑ esc followed by d on unix systems also works ↑ src/options.c in NetHack 3.6.0, line 54 This page may need to be updated for the current version of NetHack. It may contain text specific to NetHack 3.6.1. Information on this page may be out of date. Editors: After reviewing this page and making necessary edits, please change the {{nethack-361}} tag to the current version's tag or {{noversion}} as appropriate. </x,y>
# Scare In NetHack, scaring monsters causes them to flee, which can be useful in many cirumstances. A fleeing monster will generally try to move away from your position in a random direction. However, it can still use ranged attacks, including offensive wands and breath weapons - it will even use melee&nbsp;attacks if the monster happens to be next to you and cannot get away. Followers that are scared will not pursue you down or up stairs. Technically, NetHack has two different properties: "scared" and "fleeing", with the fleeing behavior being what players generally see. A fleeing monster has a 4% chance to recover per monster move, unless it has a predetermined duration.[1] A monster that is "scared" cannot attack; this status property can be seen via probing (e.g. by a stethoscope). It typically lasts as long as the monster is next to Elbereth, the player is playing a tooled horn,&nbsp;or similar.[2] 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. Scared hostile monsters that cannot move away will attack. (commit 82f0b1e8) Contents 1 Methods 2 Effect 3 Strategy 4 References Methods This table does not describe every nuance of each method; see the pages of the individual methods for full details. Method Monster can resist? Turns Advantages Limitations Sanctuary in a co-aligned temple[3] N 1–10 (6⁄7)1–100 (1⁄7) Most comprehensive effect. Does not work on A angelic beings, @&nbsp;high priests, or &amp; the Riders, as well as any minions sent by a god. Does not work if you have sinned or worse. Affects only hostile monsters. Stand on Elbereth[4] N 1–10 (6⁄7)1–100 (1⁄7) No tools or skills required, although some items increase its reliability. Requires suitable terrain. You cannot engrave with anything (other than certain wands) while levitating. Will eventually degrade. Does not work on blinded creatures with eyes, @ humans or elves, A angelic beings, H&nbsp;minotaurs, or &amp; Riders. Does not work in Gehennom or the Endgame. Breaks illiterate conduct if you engrave it yourself. Affects only hostile monsters. Stand on a dropped scroll of scare monster[5] N 1–10 (6⁄7)1–100 (1⁄7) Fast deployment. Portable. Using it does not break illiterate conduct. Requires suitable terrain. Needs to be re-blessed to be reusable. Can be burned by fire. Does not work on the Wizard of Yendor, A angelic beings, or &amp; Riders. Read a noncursed scroll of scare monster[6] Y Untimed Can affect any monster. Uses up scroll. Breaks illiterate conduct. Cast cause fear[7] Y Untimed Can affect any monster. Improvise on a tooled horn or an uncharged frost horn or fire horn[8] Y Untimed Always available once acquired. Can affect any monster. Works while engulfed. Tool can be used to play passtune. Awakens sleeping monsters. Instruments cannot be used underwater. Abuses wisdom. Apply a leather drum[9] Y Untimed Always available once acquired. Can affect any monster. Works while engulfed. Larger area of effect than a tooled horn. Awakens sleeping monsters. Instruments cannot be used underwater. Abuses wisdom. Apply a drum of earthquake[10] Y Untimed Affects entire level when charged. Works while engulfed. Works as leather drum once charges are used. Creates an earthquake when charged. Awakens sleeping monsters. Instruments cannot be used underwater. Blind a monster by applying an expensive camera or breaking a wand of light[11] N 1–100 (1⁄4)Untimed (3⁄4) Constant 25% chance of failure. Does not affect shopkeepers, y lights, A&nbsp;archons, or monsters that are blind, have no eyes, or are protected from blinding by an artifact. Attack blinds the affected monster. Cameras cannot be used underwater. Apply a mirror at a monster[12] N 2d4 Always available once acquired. Some useful special cases. Cannot affect humanoid monsters, blind monsters (with or without eyes), u unicorns, or sleeping monsters. Constant 20% chance of failure. Some useless special cases. Mirrors do not work underwater. Hit the monster with Magicbane[13] Y (1⁄2)N (1⁄2) 3 Always available once acquired. Can affect any monster. Works while engulfed. The effect occurs only occasionally, and you cannot choose when. Use turn undead ability[14] Y Untimed Available only to Priests and Knights. Cannot be done in Gehennom. Works only on L M W V Z &nbsp; undead, and i &amp; demons if the player is level 16 or higher. Will destroy undead instead at higher experience levels. Makes you helpless for 5 turns, and you can be freely attacked by non-undead monsters during that time. It is therefore usually a good idea to engrave Elbereth before you begin using this ability. Zap wand of undead turning or cast turn undead[15] Y Untimed Works only on L M W V Z &nbsp; undead. Hit undead with a clove of garlic[16] N 2d4 Works only on L M W V Z &nbsp; undead. Read the blessed Book of the Dead as a non-chaotic[17] N Untimed Always available once acquired. Works only on L M W V Z &nbsp; undead. Stand on an altar[18] N 1–10 (6⁄7)1–100 (1⁄7) Works only on V vampires Get the "This water gives you bad breath!" effect from a fountain[19] N Untimed Affects all monsters on the level. One of several fountain effects; cannot be predicted. Reduce a monster to less than half hit points[20] N 1–100 (1⁄3)Untimed (2⁄3) Happens only 4% of the time. Shatter a monster's weapon[21] N 2d3 Shattering occurs at most 2.5% of the time, less if your weapon is eroded, and even upon a successful shattering the monster only flees 75% of the time. You must be wielding a two-handed weapon and be at least skilled, or be a Samurai wielding a katana with nothing in your other hand. Cause a monster to use a defensive item or dungeon feature[22] N 3–33 (depends on hit points) Usually you don't want the monster to use up (charges in) its items. Have an item stolen by a monster[23] N Untimed You must have an item stolen first. Encounter a l&nbsp;leprechaun with more gold than you[24] N 2 Leprechauns are not technically scared, however the intent and result are similar to the case of stealing an item, and much of the movement code is shared. It is harder to acquire the leprechaun's gold, and leprechauns are rarely dangerous anyway. Encounter a ; sea monster out of water[25] N 2 These creatures are vulnerable when out of water and always flee when they are. These creatures are only ever generated to initialize watery levels. The only time you are likely to see them out of it is due to a polymorphed monster or reverse genocide. Be healed by a @&nbsp;nurse[26] N 3d6 Happens 1⁄33 of the time. Slows down nurse dancing. Fail to displace a pet[27] N 1–6 Only affects pets. Attack a pet[28] N 10 × (1&nbsp;− damage dealt) Only affects pets. Attacking a pet reduces tameness. Accidentally killing your pet will reduce your alignment. Kick a pet[29] N 1 − damage dealt Only affects pets. Kicking a pet reduces tameness. Accidentally killing your pet will reduce your alignment. 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. Effect If you are grabbed or engulfed by a monster, scaring it will cause it to release or expel you.[30] A fleeing monster will usually try to get further away from you[31] unless it is trapped[32] or eating.[33] However, it will retrace its steps only around 25% of the time;[34] if you scare a monster in a narrow corridor, it will have nowhere to go and just stand still, attacking you.[35] The following monsters have special code to handle their movements, and will not always move away from you while scared: pets[36] shopkeepers[37] @&nbsp;guards[38] covetous monsters[39] @&nbsp;aligned priests[40] A fleeing monster may attack you in melee if it blunders into you when you are invisible or displaced, or if it is confused, stunned, blinded,[41] or cornered. Monsters will never melee when adjacent to a square they think is protected by sanctuary, Elbereth, or a scroll of scare monster (or an altar if a vampire).[42] Monsters will still use ranged attacks while fleeing. A monster will stop fleeing when any time has expired. If the scaring is untimed, it will stop fleeing 4% of the time on each move it makes, if its hit points are at maximum.[43] Strategy There is no single perfect method of scaring enemies; all methods either allow monsters to resist or have significant exceptions. Thus it pays to keep multiple methods available. For example, sanctuary or Elbereth will not scare a ki-rin, but because this angelic being is not humanoid, applying a mirror will scare it 80% of the time. A high-level player might scare it with a spell of cause fear, but this will be successful less frequently than the humble mirror. Typically, you can rely on Elbereth in the early game, until you start meeting hostile @ humans or elves. Lower-difficulty monsters in this group typically have little or no magic resistance and can be scared by an instrument, spell, or wand. Later in the game, higher-difficulty A angelic beings and @ humans or elves have higher resistance and are thus harder to scare; however, at that point you will not need to scare monsters as often in order to survive. The utility of scaring a monster depends on its behavior. If you want to avoid a monster's melee attack, scaring is is very useful. This makes it ideal for creatures such as c&nbsp;cockatrices and h&nbsp;master mind flayers. Once you have magic resistance and cold resistance, however, scaring an L&nbsp;arch-lich is of dubious benefit. References ↑ Monmove.c in NetHack 3.4.3, line 357 ↑ Monmove.c#line513 resets scaredness after each monster movement. ↑ Monmove.c in NetHack 3.4.3, line 267: Sanctuary ↑ Monmove.c in NetHack 3.4.3, line 142: Elbereth ↑ Monmove.c in NetHack 3.4.3, line 140: dropped scroll of scare monster ↑ read.c in NetHack 3.4.3, line 857: read scroll of scare monster ↑ read.c in NetHack 3.4.3, line 858: cast cause fear ↑ Music.c in NetHack 3.4.3, line 420: tooled horn ↑ Music.c in NetHack 3.4.3, line 459: leather drum ↑ Music.c in NetHack 3.4.3, line 447: drum of earthquake ↑ uhitm.c in NetHack 3.4.3, line 2462: camera or broken wand of light ↑ apply.c in NetHack 3.4.3, line 728: mirror ↑ artifact.c in NetHack 3.4.3, line 854: Magicbane ↑ pray.c in NetHack 3.4.3, line 1736: turn undead ability ↑ zap.c in NetHack 3.4.3, line 157: spell or wand of turn undead ↑ uhitm.c in NetHack 3.4.3, line 805: clove of garlic ↑ spell.c in NetHack 3.4.3, line 297: blessed book of the dead ↑ monmove.c in NetHack 3.4.3, line 144: altar ↑ fountain.c in NetHack 3.4.3, line 326: fountain ↑ uhitm.c in NetHack 3.4.3, line 445: hit points ↑ uhitm.c in NetHack 3.4.3, line 634: shattered weapon ↑ muse.c in NetHack 3.4.3, line 539: monster uses defensive item or feature ↑ mhitu.c in NetHack 3.4.3, line 1312: monster stole from you ↑ monmove.c in NetHack 3.4.3, line 737: leprechaun moves away from you ↑ mon.c in NetHack 3.4.3, line 478: sea monster ↑ mhitu.c in NetHack 3.4.3, line 1412: nurse ↑ uhitm.c in NetHack 3.4.3, line 333: displace a pet ↑ uhitm.c in NetHack 3.4.3, line 995: attack a pet ↑ dokick.c in NetHack 3.4.3, line 68: kick a pet ↑ monmove.c in NetHack 3.4.3, line 215: scaring a monster releases you ↑ monmove.c in NetHack 3.4.3, line 716: monster runs away ↑ monmove.c in NetHack 3.4.3, line 614: trapped monsters can't run away ↑ monmove.c in NetHack 3.4.3, line 621: eating monsters don't run away ↑ monmove.c in NetHack 3.4.3, line 935 ↑ Nitrohack and DynaHack fix this bug. ↑ monmove.c in NetHack 3.4.3, line 644: pets have special movement ↑ monmove.c in NetHack 3.4.3, line 644: shopkeepers have special movement ↑ monmove.c in NetHack 3.4.3, line 658: guards have special movement ↑ monmove.c in NetHack 3.4.3, line 665: covetous monsters have special movement ↑ monmove.c in NetHack 3.4.3, line 685: aligned priests have special movement ↑ monmove.c in NetHack 3.4.3, line 979: impaired monsters may attack you ↑ monmove.c in NetHack 3.4.3, line 548: Sanctuary, Elbereth and scare monster prevent attacks altogether ↑ monmove.c in NetHack 3.4.3, line 356: ending an untimed scare This page may need to be updated for the current version of NetHack. It may contain text specific to NetHack 3.4.3. Information on this page may be out of date. Editors: After reviewing this page and making necessary edits, please change the {{nethack-343}} tag to the current version's tag or {{noversion}} as appropriate.
# File:Browserhack.png File File history File usage MetadataSize of this preview: 800 × 600 pixels. Other resolutions: 320 × 240 pixels | 1,606 × 1,204 pixels. Original file ‎(1,606 × 1,204 pixels, file size: 1,020 KB, MIME type: image/png) Summary A screenshot of browserhack. GitHub page, and playing area. 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 current04:46, 15 April 20151,606 × 1,204 (1,020 KB)Coolwanglu (talk | contribs)Newer screenshot from the website. 23:03, 12 April 20151,604 × 1,204 (1.15 MB)Elronnd (talk | contribs)A screenshot of browserhack. [https://github.com/coolwanglu/browserhack GitHub page], and [http://coolwanglu.github.io/BrowserHack/ playing area]. You cannot overwrite this file. File usage The following page uses this file: Graphical user interface 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. Image width1,606 pxImage height1,204 pxHorizontal resolution56.69 dpcVertical resolution56.69 dpc
# Talk:Item An anonymous user merged object to here. --Kernigh 02:18, 16 February 2006 (UTC) What about ball and chain? That can be picked up. Figurine as well.Shmoo 02:10, 23 January 2008 (UTC) Added ball and chain. Figurines are in with tools though. Blackcustard 21:36, 13 January 2011 (UTC) BUC status? Some information re "default" BUC status would be nice (ditto for monster starting inventory). From the code, looks like 10% blessed, 80% uncursed, 10% cursed in most cases? (I say "default" because some items and item types have specific proportions, and this would be assuming it's not from a bones pile.) -Actual-nh (talk) 02:07, 4 March 2021 (UTC)
# Related changes Enter a page name to see changes on pages linked to or from that page. (To see members of a category, enter Category:Name of category). Changes to pages on your Watchlist are in bold. Recent changes options Show last 50 | 100 | 250 | 500 changes in last 1 | 3 | 7 | 14 | 30 daysHide registered users | Hide anonymous users | Hide my edits | Show bots | Hide minor editsShow new changes starting from 17:17, 24 July 2023 Namespace: all (Main) Talk User User talk NetHackWiki NetHackWiki talk File File talk MediaWiki MediaWiki talk Template Template talk Help Help talk Category Category talk Source Source talk Forum Forum talk Video Video talk User blog User blog talk Blog Blog talk Module Module talk &nbsp;Invert selection &nbsp;Associated namespaceTag filter:Page name: Show changes to pages linked to the given page instead List of abbreviations: N This edit created a new page (also see list of new pages) m This is a minor edit b This edit was performed by a bot (±123) The page size changed by this number of bytes 24 July 2023 &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;16:45&nbsp; Hack'EM‎‎ (3 changes | history) . . (+4,049)‎ . . [Hackemslashem‎ (3×)] &nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 16:45 (cur | prev) . . (+78)‎ . . Hackemslashem (talk | contribs) (→‎Trap Mechanics: Poly trap disappearing) &nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 16:36 (cur | prev) . . (+26)‎ . . Hackemslashem (talk | contribs) (→‎New artifacts: Storm Whistle update) &nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 15:08 (cur | prev) . . (+3,945)‎ . . Hackemslashem (talk | contribs) (Updates in preparation for 1.2) 23 July 2023 &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;22:42&nbsp; Weapon‎ (diff | hist) . . (+495)‎ . . Cathartes (talk | contribs) (→‎Description: weapon use by monsters; also a note for the "weapon (n)d(y)" format that this wiki uses in monster infoboxes since I don't know where else in the wiki to put this info) 19 July 2023 &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;20:21&nbsp; Hack'EM‎ (diff | hist) . . (+92)‎ . . Ardub23 (talk | contribs) (Fixed changelog link, and commented out Grandmaster's Robe as it's not yet implemented)
# Related changes Enter a page name to see changes on pages linked to or from that page. (To see members of a category, enter Category:Name of category). Changes to pages on your Watchlist are in bold. Recent changes options Show last 50 | 100 | 250 | 500 changes in last 1 | 3 | 7 | 14 | 30 daysHide registered users | Hide anonymous users | Hide my edits | Show bots | Hide minor editsShow new changes starting from 17:56, 24 July 2023 Namespace: all (Main) Talk User User talk NetHackWiki NetHackWiki talk File File talk MediaWiki MediaWiki talk Template Template talk Help Help talk Category Category talk Source Source talk Forum Forum talk Video Video talk User blog User blog talk Blog Blog talk Module Module talk &nbsp;Invert selection &nbsp;Associated namespaceTag filter:Page name: Show changes to pages linked to the given page instead List of abbreviations: N This edit created a new page (also see list of new pages) m This is a minor edit b This edit was performed by a bot (±123) The page size changed by this number of bytes 24 July 2023 &nbsp;m&nbsp;&nbsp;&nbsp;05:20&nbsp; Dot‎ (diff | hist) . . (-1)‎ . . Umbire the Phantom (talk | contribs) (→‎dNetHack: typo) &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;01:17&nbsp; N‎ (diff | hist) . . (+65)‎ . . Umbire the Phantom (talk | contribs) (improve formatting, reorg, etc.) &nbsp;m&nbsp;&nbsp;&nbsp;00:17&nbsp; ,‎ (diff | hist) . . (-2)‎ . . Umbire the Phantom (talk | contribs) (tweak) 23 July 2023 &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;23:12&nbsp; Dot‎‎ (3 changes | history) . . (+684)‎ . . [Umbire the Phantom‎ (3×)] &nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 23:12 (cur | prev) . . (+112)‎ . . Umbire the Phantom (talk | contribs) (add use) &nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 23:06 (cur | prev) . . (+20)‎ . . Umbire the Phantom (talk | contribs) (→‎dNetHack: tweak) &nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 23:02 (cur | prev) . . (+552)‎ . . Umbire the Phantom (talk | contribs) (format) &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;05:57&nbsp; ,‎‎ (8 changes | history) . . (+420)‎ . . [Umbire the Phantom‎ (2×); Ion frigate‎ (6×)] &nbsp;m&nbsp;&nbsp;&nbsp; 05:57 (cur | prev) . . (0)‎ . . Umbire the Phantom (talk | contribs) (ack) &nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 05:57 (cur | prev) . . (-9)‎ . . Umbire the Phantom (talk | contribs) (Oh hey, wanted to do this myself but got sidetracked. Lemme polish it up) &nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 05:41 (cur | prev) . . (+2)‎ . . Ion frigate (talk | contribs) (trying not to use item in two different senses) &nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 05:37 (cur | prev) . . (0)‎ . . Ion frigate (talk | contribs) (this seems least bad) &nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 05:37 (cur | prev) . . (-10)‎ . . Ion frigate (talk | contribs) ("comma character" does sound weird) &nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 05:27 (cur | prev) . . (+78)‎ . . Ion frigate (talk | contribs) (Another use - menu should perhaps be its own article) &nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 05:22 (cur | prev) . . (-1)‎ . . Ion frigate (talk | contribs) (whitespace) &nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 05:17 (cur | prev) . . (+360)‎ . . Ion frigate (talk | contribs) (Expand this into its own article) (Tag: Removed redirect) &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;05:19&nbsp; Template:ASCII‎ (diff | hist) . . (-15)‎ . . Ion frigate (talk | contribs) (fix link now that this is its own article) &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;05:18&nbsp; Unused symbols‎‎ (2 changes | history) . . (-383)‎ . . [Umbire the Phantom‎; Ion frigate‎] &nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 05:18 (cur | prev) . . (-140)‎ . . Ion frigate (talk | contribs) (remove reference to ,) &nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 00:32 (cur | prev) . . (-243)‎ . . Umbire the Phantom (talk | contribs) (Then it's not unused) &nbsp;m&nbsp;&nbsp;&nbsp;00:35&nbsp; `‎ (diff | hist) . . (+13)‎ . . Umbire the Phantom (talk | contribs) (→‎Historical uses: word choice) 22 July 2023 &nbsp;m&nbsp;&nbsp;&nbsp;07:35&nbsp; 0‎‎ (2 changes | history) . . (+8)‎ . . [Umbire the Phantom‎ (2×)] &nbsp;m&nbsp;&nbsp;&nbsp; 07:35 (cur | prev) . . (+9)‎ . . Umbire the Phantom (talk | contribs) (potholes) &nbsp;m&nbsp;&nbsp;&nbsp; 06:46 (cur | prev) . . (-1)‎ . . Umbire the Phantom (talk | contribs) (spacing, typo)
# User talk:Nenaile Welcome! Welcome! Hi, Nenaile! Welcome, and thanks for joining NetHackWiki! The How to help and Style guide pages are excellent starting points. Special:Recentchanges is a great first stop, because you can see what other people are editing right this minute, and where you can help. Questions? Need help? You can ask at the Community Portal, the forum, or on the discussion page associated with each article! Just remember to sign those posts with four tildes: ~~~~. That will expand to create a signature. You can put {{NAOplayer|NAO player account}} on your user page to link to your NAO player account. Capitalization matters. We are really happy to have you here, and look forward to working with you! This is an automated greeting. -- The Welcome Bot 17:33, 24 Jul 2023 (UTC) Hi, and welcome! --Tjr 00:36, 17 September 2011 (UTC)
# User talk:Grouchy Welcome! Welcome! Hi, Grouchy! 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) 20:03, 16 January 2023 (UTC)
# Siege ogre O siege ogre Difficulty 27 Attacks Weapon 1d12 physical, Weapon 1d12 physical, Weapon 1d12 physical, Weapon 1d12 physical, Arrow 1d12 physical, Passive 1d12 acid O siege ogre Difficulty 27 Attacks Weapon 1d12 physical, Weapon 1d12 physical, Weapon 1d12 physical, Weapon 1d12 physical, Arrow 1d12 physical, Passive 1d12 acid Base level 20 Base experience 668 Speed 6 Base AC −20 Base MR 80 Alignment −7 (chaotic) Frequency (by normal means) 2 (Quite rare) Genocidable No Weight 1700 Nutritional value 750 Size huge Resistances Resistances conveyed A siege ogre: has a head, a couple of arms, and a torso. is carnivorous. is an orc. is a giant. is strong. likes gold. likes gems. can pick up weapons and food. can be seen through infravision. cannot be tamed. The siege ogre is a monster in dNetHack. Siege ogres are slow, but have a lot of attacks. In ranged combat they fire 1d12 arrows per attack. They also have an acidic passive attack. Grey as a mouse Big as a house Nose like a snake I make the earth shake As I tramp through the grass Trees crack as I pass With horns in my mouth I walk in the South Flapping big ears Beyond count of years I stump round and round Never lie on the ground Not even to die Oliphaunt am I Biggest of all Huge, old, and tall If ever you'd met me You wouldn't forget me If you never do You won't think I'm true But old Oliphaunt am I And I never lie [ Oliphaunt, by J.R.R. Tolkien ] This page is a stub. Should you wish to do so, you can contribute by expanding this page.
# BUC BUC is an acronym meaning blessed/uncursed/cursed. It is usually used in phrases such as "BUC identified", meaning an item whose "BUC status" is known. Another term is beatitude (which technically means only "the state of being blessed", but in the context of NetHack generally means an object's relative blessedness, i.e. its BUC status). Non-cursed is generally used to mean "either blessed or uncursed". This shorthand is useful because many items behave similarly whether blessed or uncursed, but very differently if cursed. Contents 1 Blessed items 2 Cursed items 3 BUC identification 4 Changing the BUC status of an item 4.1 Curse removal or blessing 4.2 Blessing removal or cursing 4.3 Removal of either curse or blessing 5 Game messages 6 Generation 7 Encyclopedia entry 8 References Blessed items Generally speaking, blessing an item is never a Bad Idea. All blessed items are one step further from being cursed. Also, many items confer additional bonuses when blessed: Blessed weapons do 1d4 extra damage to undead and major demons.[1] Blessed missiles (e.g., arrows, darts, and throwing stars) have a significantly lower chance of disappearing when used. Most blessed scrolls and potions work better if they are beneficial, or have their harm reduced/nullified if they are harmful. Blessed spellbooks can always be read successfully, regardless of the spell's level, your level, or your intelligence score. Blessed tins require only one turn to open no matter what opening tool you use (or even if you use no tool at all). Some tools work better when they're blessed. Notable examples include the bag of holding and unicorn horn. Blessed item generators generates blessed items: A blessed horn of plenty will produce blessed foods and potions. A blessed tinning kit will make blessed tins. A blessed magic marker will make uncursed blank spellbooks/scrolls into blessed ones, and cursed ones uncursed. Blessed tools with charges will also resist the effect of a cursed scroll of charging. Blessed touchstone can be applied to identify other stones, while uncursed one can be applied only by Archeologist. Blessed luckstone prevents the timeout of positive luck, while uncursed one prevents the timeout of both positive and negative luck. Wands cannot be harmed by cursed scrolls of charging if they are blessed. Blessed items are resistant to erosion, with a chance depending on your Luck. For some items, being blessed may be undesired: Blessed magic marker cannot produce cursed scrolls, therefore many players prefer at least one magic marker to be uncursed. Quaffing blessed potion of invisibility makes the player permanently invisible, which may cause problems. In particular, quaffing it within a shop may make it hard to leave the shop. Quaffing blessed potion of booze does not cause confusion, which make it almost useless for quaffing. To genocide one kind of monsters without genociding all monsters denoted by the same letter, you need an uncursed scroll of genocide. Cursed items A cursed item, on the other hand, is usually bad. Cursed items are more difficult to bless, and almost all of them will at least impede the item's performance, if not incurring an ill-intended effect. Anything that can be worn or wielded is reluctant to be taken off or put aside if it's cursed. This includes amulets, rings, weapons, weapon-tools, armor, tin openers, iron chains, heavy iron balls, and leashes. This also applies to monsters: Seeing a monster attempt to wield a cursed weapon or weapon-tool will produce a message about it sticking to their hand, as does a monster attempting to wield another weapon while already wielding a cursed weapon. In either case, this formally identifies the item as cursed. Potions and scrolls generally work worse if they are cursed: if they are harmful, the harm is generally amplified, and if they are beneficial, the benefit may be reduced or nullified, or a totally different (usually harmful) effect occurs. Wands have a chance of exploding when you zap them while they are cursed. You can never read a cursed spellbook successfully. Tools generally do not work as well when they are cursed. Pets will not pick up cursed items. Comestibles (but not corpses) are always rotten when they are cursed. A loadstone cannot be dropped or thrown while cursed. The invocation ritual won't work if any of the three items (Bell of Opening, Candelabrum of Invocation, or Book of the Dead) is cursed. However, there are items which have special uses when cursed, if you know they are cursed: A cursed potion of gain level transports you one dungeon level upwards, which has several uses. A cursed potion of invisibility will wake all sleeping and meditating monsters on the level. Covetous monsters such as your quest nemesis, named demons, and the Wizard of Yendor will quickly warp to you after being awakened, allowing you to fight them without having to make your way to their location. A cursed scroll of genocide creates 4–6 specified monsters. This has many potential uses; to name a few: experience levels, maximum hit points, intrinsics, intelligence or strength gain, Luck, unihorn, dragon scale mail, or powerful pets. See Genocide §&nbsp;Reverse genocide for details. A cursed scroll of teleportation will levelport you instead of regular teleportation, which is especially useful if you have teleport control. A cursed scroll of gold detection shows traps as gold. However, a non-cursed one shows traps as traps if you are confused. A cursed scroll of destroy armor can be used to erodeproof a piece of armor if read while confused. A cursed scroll of confuse monster confuses you. This is useful if you don't have other sources of confusion. Pets are reluctant to enter a square with a cursed item (unless there is food in that square too). Because of that, cursed items can be used to restrict their movements, most notably in Sokoban to prevent them from getting stuck behind a boulder. BUC identification Main article: Curse-testing An altar can be used to detect the beatitude of an item by means of the coloured flashes when the item is dropped on it, an amber flash indicates that the item is blessed, whereas a black flash means the item is cursed, if there is no flash the item is uncursed. Identifying an item this way is impossible when blind, and when hallucinating it is impossible to tell blessed and cursed items apart since the flash will appear different; however, the lack of a flash can still tell you that the item is uncursed. For some items, such as gold pieces or scrolls of mail, the beatitude has no meaning and is always omitted. For some other items, such as weapons or rings with charges, it is not shown if the object is uncursed, if you have fully identified the item. Priests never see the uncursed-status, and can automatically tell the beatitude of any item they see, even if it has yet to be identified. If you want the game to override this behavior and show "uncursed" on every item you have identified as such, set the implicit_uncursed option to FALSE. A scroll of identify will also show you the BUC status of an item. Changing the BUC status of an item There are quite a few ways to change the BUC status of items: Curse removal or blessing Main article: Curse removal Dipping an object into a potion of holy water will change the BUC status from cursed to uncursed, and from uncursed to blessed, using one potion of holy water each time you dip it. Dipping a blessed item into holy water will not consume the potion and not wet the object. An uncursed scroll of remove curse will remove the cursed status from the wielded object (whether it is a weapon or not), all worn items (armor, rings, amulet, blindfold, towel, and lenses), any leashes currently in use, and any carried loadstones.[2] A blessed scroll of remove curse will remove the cursed status from every object in your inventory. A cursed scroll of remove curse "disintegrates" and removes no curses, though it will still end any punishment. A non-cursed scroll of enchant armor or scroll of enchant weapon will uncurse the armor/weapon it targets. A blessed scroll of enchant armor will bless uncursed armor. Your deity may bless and repair your weapon or uncurse your inventory when you pray on an altar, depending on your Luck (see prayer for details). When stepping on a magic trap, there is a 4.8% chance of an uncursing effect, equivalent to an uncursed scroll of remove curse. #dipping items in fountains can curse and uncurse items (4⁄30 chance of uncursing, 1⁄30 chance of cursing). A fountain will never bless an item. When dipping a unicorn horn or amethyst into a potion which then transforms, the result is uncursed, except for juice made with a cursed horn or an amethyst, which is cursed.[3] Blessing removal or cursing Dipping an object into a potion of unholy water will change the item from blessed to uncursed, and then from uncursed to cursed. If you read a scroll of remove curse while confused, each affected uncursed object will have a 25% chance of becoming cursed and 25% chance of becoming blessed. The same objects are affected as when not confused, such as wielded objects, worn items, leashes in use, and carried loadstones. Cursed scrolls of enchant weapon and armor will curse the item they target. High-level spellcasting monsters (notably liches and the Wizard of Yendor) can randomly curse items in your inventory during combat. The message received is "You feel a malignant aura surround you."[4] Magic resistance and half spell damage reduce the amount of items that are cursed (but will not nullify the attack), while Magicbane will "catch the curse" and nullify the attack 95% of the time when wielded. Quaffing from fountains can have a cursing effect on every item in your inventory (see fountain for details). #dipping items in fountains can curse and uncurse items (4⁄30 chance of uncursing, 1⁄30 chance of cursing). It is never blessed. A loadstone will curse itself automatically, making it impossible to drop should you pick it up again, and picking up a blessed scroll of scare monster will remove its blessing. The dunce cap and the helm of opposite alignment can be generated uncursed, but autocurse when worn, preventing you from removing them by normal means. A blessed eucalyptus leaf may be applied and used as a magic whistle; this act has a 1⁄50 chance of removing the blessing. Removal of either curse or blessing Cancelling an item will remove any blessing or curse, but may also have other (probably detrimental) effects such as removing enchantment or emptying a wand of charges. Alchemy results are always uncursed. Game messages In-game, the phrase "Items of unknown B/C/U status" appears in the drop menu, but the "BUC" ordering is more common in discussions. Generation The random generation rate for blessed or cursed items varies as shown in the table below. Item Blessed Uncursed Cursed Amulets amulet of change 0.50% 9.50% 90.50% amulet of restful sleep 0.50% 9.50% 90.50% amulet of strangulation 0.50% 9.50% 90.50% Other amulets 5.00% 90.00% 5.00% Weapons All weapons 8.64% 78.18% 13.18% Armor helm of opposite alignment 0.95% 8.60% 90.45% gauntlets of fumbling 0.95% 8.60% 90.45% fumble boots 0.95% 8.60% 90.45% levitation boots 0.95% 8.60% 90.45% Other armor 8.72% 78.96% 12.31% Comestibles Tins 5.00% 90.00% 5.00% Other comestibles 0.00% 100.00% 0.00% Scrolls All scrolls 12.50% 75.00% 12.50% Spellbooks All spellbooks 2.94% 94.12% 2.94% Potions All potions 12.50% 75.00% 12.50% Rings ring of aggravate monster 0.00% 10.00% 90.00% ring of hunger 0.00% 10.00% 90.00% ring of polymorph 0.00% 10.00% 90.00% ring of teleportation 0.00% 10.00% 90.00% ring of adornment 15.73% 41.33% 42.93% ring of protection 15.73% 41.33% 42.93% ring of gain constitution 15.73% 41.33% 42.93% ring of gain strength 15.73% 41.33% 42.93% ring of increase accuracy 15.73% 41.33% 42.93% ring of increase damage 15.73% 41.33% 42.93% Other rings 0.00% 90.00% 10.00% Wands All wands 2.94% 94.12% 2.94% Tools tallow candle 10.00% 80.00% 10.00% wax candle 10.00% 80.00% 10.00% brass lantern 10.00% 80.00% 10.00% oil lamp 10.00% 80.00% 10.00% magic lamp 25.00% 50.00% 25.00% can of grease 5.00% 90.00% 5.00% crystal ball 25.00% 50.00% 25.00% figurine 12.50% 75.00% 12.50% Other tools 0.00% 100.00% 0.00% Gems/Stones loadstone on floor 0.00% 0.00% 100.00% loadstone in a container 0.00% 9.98% 91.02% Other stones 0.00% 100.00% 0.00% Other Other 0.00% 100.00% 0.00% Items generated on "fake bones" are cursed 100% of the time. Encyclopedia entry The NetHack encyclopedia has this to say about cursed items: Curses are longstanding ill-wishings which, in Fantasyland, often manifest as semisentient. They have to be broken or dispelled. The method varies according to the type and origin of the Curse: [...] 4. Curses on Rings and Swords. You have problems. Rings have to be returned whence they came, preferably at over a thousand degrees Fahrenheit, and the Curse means you won't want to do this. Swords usually resist all attempts to raise their Curses. Your best source is to hide the Sword or give it to someone you dislike. [ The Tough Guide to Fantasyland, by Diana Wynne Jones ] References ↑ src/weapon.c in NetHack 3.6.1, line 325 ↑ src/read.c in NetHack 3.6.1, line 1277 ↑ src/potion.c in NetHack 3.6.1, line 2187 ↑ src/sit.c in NetHack 3.6.1, line 326 This page may need to be updated for the current version of NetHack. It may contain text specific to NetHack 3.6.1. Information on this page may be out of date. Editors: After reviewing this page and making necessary edits, please change the {{nethack-361}} tag to the current version's tag or {{noversion}} as appropriate.
# Category:Items of NetHack brass This category contains articles about items specific to NetHack brass. Pages in category "Items of NetHack brass" The following 7 pages are in this category, out of 7 total. B BandageF Frilled apronK KatyushaM Maid dressN Nurse cap Nurse uniformS Scissors
# Gnomish Mines The Gnomish Mines is a branch of the main dungeon, usually used by adventurers to gain experience and useful tools. The Mines consist of eight or nine levels in total, including the special levels of Minetown and Mines' End. Contents 1 Generation 2 Strategy 3 Variants 3.1 SLASH'EM 3.2 FIQHack 4 Encyclopedia entry 5 References Generation The Gnomish Mines will always generate somewhere on dungeon levels 2-4, and are eligible to leave bones with the exception of scenarios where the top level is on DL 3 (which is too shallow to qualify); all levels can still load bones. With the exception of Minetown and Mines' End, all the levels are simple caverns containing 7 G&nbsp;gnomes, 2 h dwarves, a G&nbsp;gnome lord, 2 random G gnomes and one random h humanoid.[1] They will have 6 random traps, one tool, 3 random gems or piles of gems, and 3 random objects. Typically, any random h will be lawful and any random G will be neutral. These filler levels have a 50% chance each of being dark. Strategy Player gnomes and dwarves entering the Mines will usually be left alone by the native gnomes and dwarves. Likewise, lawful humans will often be ignored by the dwarves, although the gnomes will still be hostile to neutral humans. The Mines are rich in tools, loot, and other resources, but also very dangerous to the unprepared. It is easy to get in over your head in this environment of traps and large open spaces. (Try hitting a trap door, another trap door, and then a polymorph trap in quick succession. Now you're a newt surrounded by an angry mob, unable to move and armor on the floor). The mines can set you well on the way to success, but you have to learn how to move cautiously, and be willing to back off and try again later rather than press on to a glorious death. The following tips are geared towards the newer player, who is apt to have the most trouble in the mines, and will apply more to human, orcish, and elven characters than to dwarves and gnomes. Some general pointers will help make your biggest problem in Minetown where to put all your loot: Make judicious use of Elbereth. New players are most likely to run into trouble in the mines, and new players often haven't really absorbed the power of the E-Word. Mine denizens will generally respect Elbereth and avoid attacking you hand-to-hand. You still have to worry about missiles and spells, but Elbereth can be a lifesaver none the less. Read the article on this carefully--engraving with fingers is fast but not durable, engraving with blades, when done correctly, is semi-permanent but slow. Use the ":" command to inspect your handiwork without eroding the letters. Use stairs to control the crowds. You will tend to get swarmed as you enter each new level. Stay close to the upstairs--stay on the upstairs if you can--and run upstairs to heal if you are in trouble. And of course you can engrave Elbereth on the stairs. Keep your pet nearby. Your pet is a tremendous resource in the early game in general, and in the mines, even more so. Your pet is very possibly stronger in a fight than you are right now, is willing to attack peaceful monsters (which means you get their stuff), and is absolutely invaluable for curse-testing the weapons and armor you pick up. If you are separated from your pet, for example by a trap door, make getting back to it a priority. You may very well find a leash in the mines--use it. Avoid traps. The mines are loaded with them, and they can just ruin your game. Watch where other creatures walk (including your pet) and try to limit your travels to those squares only. If you are not starving, search before stepping on uncertain squares. You can even engrave with your fingers to mark out safe passages through the levels if you are weak and one good arrow trap could mean the end. Be careful of gray stones. This applies everywhere, of course, but such stones are more common in the mines. Kick any gray stone before picking it up, or else you might get a load stone, which can be a real pain. Conceptually, it can be helpful to divide the Mines into four stages. When you mount an expedition into the mines, understand your objective and act accordingly. The first stage is an initial reconnaissance of the first level. You will be greeted by a pack of gnomes and probably a dwarf or two, most of whom will be carrying gear that you want. The point of this short sortie is not to clear out the first level, but to score a few quick kills and grab some loot (including yummy corpses if you need the food and are of an appropriate race to eat them). Depending on how hard the fight is, you can escape back into the main dungeon and use your pet to curse-test your new possessions. A typical recon of the mines can net you a helmet, boots, a supply of daggers or other missiles, and, if you are lucky, such items as a mithril coat or pickaxe. The haul may make you sufficiently strong to attempt further explorations of the mines. The second stage is the upper mines as far as Minetown. These levels can vary a great deal in difficulty, so you have to watch your stats and not get overwhelmed. Levels may be dark, which makes them considerably tougher, so that should affect your calculations as well. Clear out levels methodically, avoiding traps and accumulating loot. You will have more armor and weapons than you can carry and you will want to consolidate them into piles as you go down, partly to keep new monsters from using them, and partly to sell to the shopkeepers in Minetown if you are short on cash. Keep using your pet to check loot, and trade up on weapons and armor as you go. The third stage is Minetown itself. Minetown has its own rules and regulations, and you should be prepared for it by studying up. The hostile monsters here are not particularly harder than in the upper mines, and traps are fewer, but the town watch is a complicating factor, particularly with respect to your pet. For whatever reason, pets have a habit of overestimating their abilities and attacking the watch, then getting themselves killed--and this is probably a big loss for you at this stage. So you may want to leash your pet, shut it in a room, or even leave it on the level above (but be careful about letting it go feral). You probably do not want to tangle with the watch yourself. The watch captain is strong and the penalties for murder may be unappealing to you. Once you've cleared out the hostiles, Minetown is a godsend for the weary explorer, with a guaranteed temple for testing items and buying protection, shops for buying, selling and price-identifying items, lockable rooms for protecting stashes, and other resources such as fountains. Minetown may be your "base camp" for further explorations for a long time to come. If you are going to be moving into Minetown for a while, read up on stashes and take the time to set up a good one, perhaps buying a container in the shops, or even lugging one down from the main dungeon. The fourth stage is the lower mines, all the way to Mines' End, and it is much more dangerous to most players than the upper mines. This danger is due to traps, which start to get particularly nasty. Polymorph traps can turn you into a weak monster or a gnome into a minotaur. Trap doors can cut you off from your pet and your escape path. Even if you swept through Minetown without much trouble, you may want to leave the lower mines until you have magic resistance, and poison resistance is really a must-have. You may want to wear "junk" armor if you are not magic-resistant, so that those polymorph traps can't destroy your only mithril and your best cloak. As you explore the mines, remember that a mines level is often substantially harder than a level of the main dungeon. A typical gambit is to go to the first level of the mines and grab a dwarvish mithril-coat from somebody there, then go down to the Oracle and level up along the way, then go back to the mines and continue to the end. Weak characters might prefer to do Sokoban before going deeper in the mines. Because many mines levels are dark, having a light source on hand can make exploration a much safer and faster endeavor. Variants SLASH'EM In SLASH'EM, gnome and dwarf characters entering the Mines will find that the normally peaceful gnomes and dwarves have been transformed into hostile undead, with only a few survivors. When a map is generated when the player's race is gnomish and dwarvish, the respective NPCs are replaced with different monsters. Gnome players will find that gnome NPCs will become gnome zombies, gnomish wizards will become orc shamans, gnome lords will become gnome mummies, and gnome kings become ogres. Dwarven players have a similar formula, but the zombies and mummies will be of the dwarven variety, and dwarf kings will be replaced with war orcs. FIQHack In FIQHack the lighting is always consistent in the mines. Upper levels are always lit, and lower levels are always dark. Encyclopedia entry Made by Dwarfs. The Rule here is that the Mine is either long deserted or at most is inhabited by a few survivors who will make confused claims to have been driven out/decimated by humans/ other Dwarfs/Minions of the Dark Lord. Inhabited or not, this Mine will be very complex, with many levels of galleries, beautifully carved and engineered. What was being mined here is not always evident, but at least some of the time it will appear to have been Jewels, since it is customary to find unwanted emeralds, etc., still embedded in the rock of the walls. Metal will also be present, but only when made up into armor and weapons (_wondrous_). [ The Tough Guide to Fantasyland, by Diana Wynne Jones ] References ↑ This h can occasionally be a mind flayer, even if it's out of depth. 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.
# Drow The term "Drow" may refer to: The Drow player race. The Drow monster type. This is a disambiguation page: a list of articles associated with the same title.
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# Talk:Amulet of flying How is this different from vanilla nethack's flying intrinsic (e. g. available from polyself in a vampire lord)? Tjr 20:33, June 13, 2010 (UTC) I'm pretty sure the only difference is that it's available from an amulet. I'm assuming that you mean most of the content on the page should be moved to or reference flying; no reason why it couldn't, I guess. -- Qazmlpok 20:45, June 13, 2010 (UTC) Oh sorry, I didn't notice that page already existed. I thought it would have been at flight, not flying. I'll change it to just reference that page now. -Ion frigate 22:35, June 13, 2010 (UTC) Underwater items I haven't got this far, but according to the Sunless Sea page another disadvantage is that you can't use a bullwhip to snatch underwater items while flying. This is apparently less of a ridiculous corner case than it sounds, because the magic lamp in the Sunless Sea could be underwater. -- Slandor 02:36, June 14, 2010 (UTC) Yeah it always seems to be actually (one of the engravings mentions this, and even if it's randomly placed there'd be an ~80% chance of it being in the water). Personally, I always use gauntlets of swimming to retrieve it if I really need it, though by the time you reach the Sunless Sea one wish is generally not that pressing of a need, especially since you can already have gotten GDSM from the Lawful Quest or possibly the Wyrm Caves, speed boots and wand of death from the Spider Caves, etc. -Ion frigate 04:04, June 14, 2010 (UTC) You need an additional ring of levitation to bullwhip underwater items if you are flying. Tjr 05:42, June 14, 2010 (UTC) And also if you're not flying, I guess (unless water walking). The moral is not to throw that ring away. -- --Slandor 11:31, June 14, 2010 (UTC) Dust Elbereths So one of the mega-advantages of this would be that you can write a dust Elbereth and never fear smudging it, right? And use ranged weapons without moving yourself off of it? Slandor 11:33, June 14, 2010 (UTC) Nope. Engravings still erode while flying. Hell, I swear they were degrading faster when I was trying to write in the dust while wearing the amulet of flying. It's not really a disadvantage over levitation, because you can't engrave in the first place while levitating. And you can just put on a ring of levitation after writing in the dust while flying. -- Qazmlpok 11:42, June 14, 2010 (UTC)
# File:3.6.1tiles32.png File File history File usage MetadataSize of this preview: 648 × 599 pixels. Other resolutions: 259 × 240 pixels | 1,280 × 1,184 pixels. Original file ‎(1,280 × 1,184 pixels, file size: 319 KB, MIME type: image/png) Summary Tiles scaled to 32x32 for 3.6.1 TO USE Change filetype to from png to .bmp Edit file defaults.nh and add the line OPTIONS=tile_file:tile32.bmp,tile_width:32,tile_height:32 to the top Suggested to change font size to 16 so tiles align with text: font_size_message:16, font_size_menu:16, font_size_text:16, font_size_status:16 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 current01:46, 26 October 20181,280 × 1,184 (319 KB)Dukevin (talk | contribs)Tiles scaled to 32x32 for 3.6.1 You cannot overwrite this file. File usage There are no pages that use this file. 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 resolution37.78 dpcVertical resolution37.78 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 17:37, 24 July 2023 Namespace: all (Main) Talk User User talk NetHackWiki NetHackWiki talk File File talk MediaWiki MediaWiki talk Template Template talk Help Help talk Category Category talk Source Source talk Forum Forum talk Video Video talk User blog User blog talk Blog Blog talk Module Module talk &nbsp;Invert selection &nbsp;Associated namespaceTag filter:Page name: Show changes to pages linked to the given page instead List of abbreviations: N This edit created a new page (also see list of new pages) m This is a minor edit b This edit was performed by a bot (±123) The page size changed by this number of bytes 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.)
# Talk:Traproom I was reading through Sporkhack code and stumbled across this new special room +mktraproom() +{ + struct mkroom *sroom; + struct rm *lev; + int area, ttyp, ntraps; + int idx = (level_difficulty() + ((long)u.ubirthday))&nbsp;% 9; + + if(!(sroom = pick_room(TRUE))) return; + + sroom-&gt;rtype = TRAPROOM; + if (!rn2(10)) idx = rn2(10); /* occasionally give anything if called twice on same level */ + + area = ((sroom-&gt;hx - sroom-&gt;lx + 1) * (sroom-&gt;hy - sroom-&gt;ly + 1)); + ntraps = rn2(area/3) + (area/4); + + while (ntraps-- &gt; 0) { + switch (idx) { + default: ttyp = LANDMINE; break; + case 0: ttyp = ROLLING_BOULDER_TRAP; ntraps--; break; + case 1: ttyp = rn2(2)&nbsp;? PIT&nbsp;: SPIKED_PIT; break; + case 2: ttyp = WEB; break; + case 3: ttyp = rn2(3)&nbsp;? ROCKTRAP&nbsp;: COLLAPSE_TRAP; break; + case 4: ttyp = FIRE_TRAP; break; + case 5: ttyp = rn2(5)&nbsp;? TRAPDOOR&nbsp;: HOLE; break; + case 6: ttyp = STATUE_TRAP; break; + case 7: ttyp = rn2(2)&nbsp;? DART_TRAP&nbsp;: ARROW_TRAP; break; + } + mktrap(ttyp, 0, sroom, NULL); + } + +} Generation: case 10: + if (u_depth &gt; 4 &amp;&amp; !rn2(24)) { mkroom(TRAPROOM); break; } --Ozymandias (talk) 01:51, 24 July 2013 (UTC) if someone could write this article, that would be great.
# Sessile Wikipedia has an article about: Sessile Wikipedia has an article about: Motile In zoology, a sessile animal is one that cannot move from one place to another; those that can are referred to as motile. In NetHack, sessile monsters have a speed of zero, and never move of their own volition, possessing only passive attacks. Only seven monsters are truly sessile in NetHack, although there are a larger number with relatively slow speeds. The sessile monsters are: @&nbsp;Oracle j&nbsp;spotted jelly j&nbsp;blue jelly F&nbsp;red mold F&nbsp;green mold F&nbsp;brown mold F&nbsp;yellow mold Tame sessile monsters may be displaced (1/7 chance). Strategy Truly sessile monsters can normally be left alone; even if they block a corridor, the player can usually dig around them or teleport them away safely. This contrasts with slower-moving monsters, such as floating eyes, which can move and block players if left unmolested. Killing high-level sessile monsters while avoiding their passive attack can be frustrating; there is no way to retrieve any missiles thrown at them until they are killed, short of teleportation or taming; slow-moving monsters move eventually, allowing missiles to be retrieved. Players should therefore use rocks and other junk to kill such monsters. Sessile monsters can be used by players to block all monster access to certain squares, to cover a stash or to protect a boulder fort from giants, for example. Typically these will be generated by reverse genocide. The player may wish to tame the sessile monsters to be able to move them around, although this means that magic whistles should not be used on that level. Many spoilers propose blue jellies for this function: unlike the molds, they are unlikely to be killed in a single blow by a careless player, and unlike spotted jellies, their passive attack is easy to gain resistance to. For a careful player, however, any sessile monster will do. When polymorphing pets using a polymorph trap, producing a sessile monster spells the end of the activity, unless the hero has magic resistance (to safely displace the pet) or a magic whistle. Polymorphing oneself into a sessile monster normally leads to one of two outcomes very quickly, from the player's perspective -- either the time on the polymorph expires, returning the player to his or her previous form, or a hostile monster attacks and kills the player, returning him or her to the previous form. The player will not get an opportunity to move while sessile. However, a source of speed will allow the player to take the occasional turn (although still not to move). 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.
# Erosion Erosion in NetHack is an attribute that can apply to some items depending on their material. Eroded weapons (including weapon-tools) and armor suffer from degraded performance—weapons have their damage decreased, and armor's intrinsic AC bonus will be reduced by one for each level of erosion (in neither case affecting enchantment, and never reducing intrinsic damage or AC below zero). This means a +0 dwarvish iron helm's AC is −2, while a thoroughly rusty +1 dwarvish iron helm's AC is −1. Erosion does not affect an item's other enchantment-based effects; a thoroughly rusty +2 helm of brilliance still provides +2 to intelligence and wisdom. The following types of erosion exist: Rust affects only items made from iron. It is caused by wetting (from a potion, fountain, pool, etc.) or by the attack of a rust monster or gray ooze. Corrosion affects copper or iron items. It is caused by exposure to acidic environments (potions or some monsters). Burning affects wood, leather, cloth, and plastic. It is caused by fire. Rotting affects wood, leather, and cloth. It is caused by exposure to brown puddings. Items can suffer up to three levels of erosion, for example: rusty, very rusty, and thoroughly rusty. The types of damage do not add; rather the greater damage is used. Thus, a very rusty corroded short sword has a −2 penalty rather than −3. An item can be both thoroughly rusty and thoroughly corroded, but it will never suffer more than 3 points of damage. Contents 1 Other erodable items 2 Prevention and repair 3 Strategy 4 History 5 SLASH'EM 6 References Other erodable items If you are polymorphed into an iron golem, rust traps will kill your monster form (even if unchanging, unless you have the half physical damage extrinsic).[1] All iron golems suffer this fate. Similarly, a wood golem can be rotted and destroyed. Prevention and repair Many objects can be protected from erosion, and any existing erosion can be repaired. A metal object that is so protected identifies as rustproof, and an organic or plastic object identifies as fireproof. The procedure is the same for both types: A weapon or weapon-tool can be protected from erosion and have any damage repaired by wielding it and reading a non-cursed scroll of enchant weapon while confused. Any armor can be protected from erosion and have any damage repaired by wearing it, removing all other armor, and reading a non-cursed scroll of enchant armor while confused. Any armor can also be protected from erosion by wearing it, removing all other armor, and reading a cursed scroll of destroy armor while confused. This procedure does not repair existing damage. Successfully dipping for Excalibur will remove any existing erosion on the long sword and make it rustproof. Any wishable item can be wished for in an unerodable state. (Any of the "-proof" adjectives can be used to erode-proof any item; a common choice is "fixed", which is intended for crysknives but shares the same bit in the object data structure as erode-proofing.) Items retain their erode-proof status when polymorphed. One can create a fireproof bag of holding or magic marker this way, whose presence (as seen in a dump file, for example) would normally indicate a wish. If the scroll of enchant weapon or armor is cursed, this procedure instead strips the item of any protection from erosion, and has no effect on existing erosion. No erosion event will ever affect body armor worn under a cloak, nor a shirt worn under body armor or a cloak. One might choose, then, to wear a junk cloak such as a dwarvish cloak to protect a banded mail from rust. Objects can be temporarily protected from rust or corrosion by greasing them. An event which would normally rust or corrode the item will instead have a chance of removing the grease. Also, one level of rust or corrosion can be removed from a weapon by dipping it into a potion of oil. Erosion can be removed from a wielded weapon as a prayer boon, but this does not erode-proof it. In addition to erode-proofing, blessed items may resist erosion, with a chance dependent on your Luck.[2] Strategy In most cases, using scrolls of enchant armor to erode-proof armor is a waste of resources. Since erosion only affects the object's base AC, and most items don't have more than 1 or 2 base AC, scrolls are usually better spent increasing the enchantment of your gear (unless you are unable to enchant your gear safely any more and don't have enough markers to make use of blanking the surplus scrolls). Additionally, blessed scrolls will bless the enchanted item for free, which (with high Luck) already provides adequate protection. Many forms of body armor grant 3 or more AC, but usually the only suits you should consider enchanting are dragon scale mail and perhaps mithril-coats, neither of which can erode. Using extra scrolls to fix erosion is an option, however. It might also be worthwhile to fire-proof speed boots, jumping boots, or water walking boots, as any of these will be destroyed should you accidentally step into lava. This applies particularly to Valkyries, whose quest contains lava in abundance. A cloak of protection may also be worth erodeproofing, since its base AC is 3. In contrast, you generally will want an erode-proof main weapon, particularly since the erosion penalty is doubled for double-damage weapons. However, it is rarely necessary to do the erode-proofing yourself; artifact weapons from sacrifice will always be erode-proof, while those from wishes can be explicitly wished for erode-proof. However, in the case of a good weapon found randomly in the dungeon (for example Fire and Frost Brand), it is worth spending a scroll of enchant weapon to make it rustproof. Also, cavemen using the Sceptre of Might will also want to make it rustproof, as it is not generated so. History Before NetHack 3.1.0, items did not have erosion as such; rather, damage operated by reducing the enchantment. Thus a rust monster attacked rather like a modern disenchanter, except that its attack was blocked by rustproofing rather than magic cancellation. In NetHack 3.6.0 and earlier versions, metal wands, rings, and tools such as stethoscopes and skeleton keys could rust and corrode, but this was purely cosmetic and did not affect their performance. SLASH'EM In SLASH'EM, rust may also be removed from a weapon by applying a whetstone while standing over a water source. References ↑ src/trap.c in NetHack 3.6.0, line 1070 ↑ rnl in rnd.c
# 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 23 July 2023 &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;22:42&nbsp; Weapon‎ (diff | hist) . . (+495)‎ . . Cathartes (talk | contribs) (→‎Description: weapon use by monsters; also a note for the "weapon (n)d(y)" format that this wiki uses in monster infoboxes since I don't know where else in the wiki to put this info)
# 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) 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)
# Great High Shaman of Kurtulmak k Great High Shaman of Kurtulmak File:Great High Shaman of Kurtulmak.png Difficulty 5 Attacks Weapon 1d6 physical, Weapon 1d4 Quest Artifact theft, Cast 0d0 mage spell k Great High Shaman of Kurtulmak File:Great High Shaman of Kurtulmak.png Difficulty 5 Attacks Weapon 1d6 physical, Weapon 1d4 Quest Artifact theft, Cast 0d0 mage spell Base level 2 Base experience 37 Speed 6 Base AC 6 Base MR 10 Alignment 4 (lawful) Frequency (by normal means) 0 (Not randomly generated) Genocidable No Weight 450 Nutritional value 150 Size small Resistances poison Resistances conveyed cold, poison The Great High Shaman of Kurtulmak: has a head, a couple of arms, and a torso. is poisonous to eat. is omnivorous. is not a valid polymorphable form. is normally generated hostile. can follow you to other levels. can pick up weapons and food. can pick up magical items. waits for you to come. wants the Amulet of Yendor, the Bell of Opening, the Book of the Dead, the Candelabrum of Invocation, and your quest artifact. has infravision. can be seen through infravision.
# Polearm Contents 1 Generation 2 Comparison table 3 Polearms skill 4 Mechanics 5 Strategy 5.1 Packed rooms 6 Origin 7 Halberd 8 Bardiche 9 Spetum 10 Ranseur 11 Partisan 12 Voulge 13 Glaive 13.1 Encyclopedia entry 14 Fauchard 15 Guisarme 16 Bill-guisarme 17 Lucern hammer 18 Bec-de-corbin 19 SLASH'EM 20 References A polearm is literally a weapon on a pole. There is an abundance of polearm types in NetHack. This is another feature of the game that echoes early editions of Dungeons &amp; Dragons, which were infamous for giving stats for many exotic polearms, while describing none of them. Monsters will attempt to use polearms in the following order: halberd, bardiche, spetum, bill-guisarme, voulge, ranseur, guisarme, glaive, lucern hammer, bec de corbin, fauchard, partisan, followed by the lance; and so this list is roughly from best to worst. Polearms can only be used by strong monsters without a shield. The lance is, in real life, a polearm, but in NetHack it uses the lance skill instead of the polearm skill, due to its very different usage: by mounted soldiers instead of against them. Generation Collectively, polearms make up about 6.4% of all randomly generated weapons (on the floor, as death drops, or in shops). The probabilities of each type range from 0.4% to 0.8%. A few types of polearms are more common because they appear in the starting inventory of certain monsters. Ranseurs, partisans, glaives, and spetums are the usual starting weapons of trolls.[1] Lucern hammers may also be generated as a fall-back starting weapon for strong monsters that lack default weapons.[2] Watchmen and soldiers in the Yendorian Army often start with a random polearm.[3] Comparison table Name Value Weight Prob&nbsp;(%) Sdmg Savg Ldmg Lavg Material Appearance Tile Glyph halberd 10 150 8 d10 5.5 2d6 7 iron angled poleaxe ) bardiche 7 120 4 2d4 5 3d4 7.5 iron long poleaxe ) bill-guisarme 7 120 4 2d4 5 d10 5.5 iron hooked polearm ) ranseur 6 50 5 2d4 5 2d4 5 iron hilted polearm ) voulge 5 125 4 2d4 5 2d4 5 iron pole cleaver ) guisarme 5 80 6 2d4 5 d8 4.5 iron pruning hook ) lucern hammer 7 150 5 2d4 5 d6 3.5 iron pronged polearm ) spetum 5 50 5 d6+1 4.5 2d6 7 iron forked polearm ) bec-de-corbin 8 100 4 d8 4.5 d6 3.5 iron beaked polearm ) glaive (naginata) 6 75 8 d6 3.5 d10 5.5 iron single-edged polearm ) fauchard 5 60 6 d6 3.5 d8 4.5 iron pole sickle ) partisan 10 80 5 d6 3.5 d6+1 4.5 iron vulgar polearm ) Polearms skill Polearms Max Role Basic Healer, Rogue, Tourist Skilled Caveman, Knight, Priest, Ranger, Samurai, Valkyrie, Wizard How skill affects range when applying a polearm: ESUSESXXXSUX@XUSXXXSESUSE The @ is where your character is standing. Spaces marked with a X are too close to be hit, spaces marked with a U can be hit even while Unskilled, spaces marked with a S can only be hit when Skilled, and spaces marked with a E can only be hit when Expert. No role in vanilla NetHack can become Expert in polearms, but Knights can become Expert in lances, which use the same mechanic. All of the weapons listed on this page use the polearms skill: halberd bardiche spetum ranseur partisan voulge glaive fauchard guisarme bill-guisarme lucern hammer bec-de-corbin There are no artifact polearms. Mechanics Main article: Pounding Polearms are capable of attacking enemies from two squares away, but the procedure for using them is different from other weapons. A polearm must be wielded (like any weapon), and then applied via the a command each time you want to strike. Attacking this way doesn't trigger passive attacks, but the polearm itself is still subject to erosion and loss of enchantment from a disenchanter. Pounding with a polearm while standing on Elbereth can cause it to fade and reduce your alignment record, just like attacking in melee. If you are mounted, you may use polearms for melee attacks in the usual way (which does trigger passive attacks), but simply walking into an opponent on foot will only bash them with the pole; this deals d2 damage, with no bonuses, and does not train polearm skill. Strategy A character with a mount could make a polearm their primary weapon. Polearms deal less damage than other two-handed weapons in most circumstances, but they are an attractive option for roles such as Rangers and Wizards, who can ride but are restricted in most of the better melee weapon skills, and the ability to transition from pounding to melee without switching weapons is a tactical advantage. You'll need a backup weapon in case you're dismounted. One of the great uses of polearms is not for fighting mounted opponents, but for fighting sea monsters, since staying two squares away from water makes a character immune to their drowning attack. If you have no simpler method for dealing with the sea monsters, it can be worthwhile to grab the best polearm you find and spend some time training with it before going to a level with open water. In terms of differences between polearms, the halberd deals the most damage against small monsters, and the bardiche against large monsters; however, these are also among the heaviest options. The spetum deals high damage to both categories for only 50 weight; the ranseur is also a respectable lightweight polearm. The bec-de-corbin and lucern hammer offer poor damage for such heavy weapons. Packed rooms In leprechaun halls, throne rooms, and other rooms where every space is filled with monsters, a character with stealth can use polearms to attack monsters behind other monsters, protecting themselves from being attacked, and in some cases, preventing the target from moving. Origin Wikipedia has an article about: Pole weapon Polearms were popular in warfare for combating mounted soldiers, and those with heavy armor. The polearms (arms on poles) increased leverage for cutting the armor, and increased reach for reaching above the horse. As time went on the various different weapon types borrowed heavily from each other and began to look like each other, which has led to a great deal of confusion over classification. Warfare is, after all, a ruthlessly pragmatic matter, and classification is a hobby for comfortable people after the dust has settled. If you search the internet now for examples of these weapons, you are likely to see weapons completely mislabeled as something different. The term "poleaxe" seems to mean an axe on a pole, and that is how it is used in NetHack's descriptions. However, the term in real life is considered a corruption of "pollax", the "poll" part meaning "head", denoting originally a tool for slaughtering animals by hitting them in the head with a spike (whence the verb "to poleaxe"). As with many other agricultural tools, it became yet another military polearm. Halberd ) Name halberd Appearance angled poleaxe Damage vs. small d10 Damage vs. large 2d6 To-hit bonus +0 Weapon skill polearm Size two-handed Base price 10 zm(+10/positive enchant) Weight 150 Material iron The halberd was a mainstay weapon in many armies for a long time. The halberd is a type of poleaxe in the most literal sense, an axe on a pole. Its main identifying feature is that the blade is always angled slightly downward, which explains NetHack's description of an angled poleaxe. In addition to the axe, halberds also have both a spear tip, and spike or hook on the rear for penetrating armor or hooking, making a versatile three-in-one weapon. Due to the popularity of this weapon, there are a wide variety of different styles, although some were only parade weapons. The halberd is one of the best NetHack weapons, and this is consistent with its role in real warfare. Bardiche ) Name bardiche Appearance long poleaxe Damage vs. small 2d4 Damage vs. large 3d4 To-hit bonus +0 Weapon skill polearm Size two-handed Base price 7 zm(+10/positive enchant) Weight 120 Material iron NetHack calls the bardiche a long poleaxe and that is exactly right, if you assume that the "long" applies to "axe" and not "pole". A bardiche is nothing more than a long axe blade on a stick. The cutting blade was typically two feet long or more, and usually attached to the pole in two places (in the middle and the bottom). But it is mounted on one of the shortest poles for a polearm, only about five feet. So "short poleaxe" would be accurate also. This simple weapon's advantage was in its size and weight, not its subtlety. NetHack gets the weight wrong—a bardiche should be heavier than a halberd. Spetum ) Name spetum Appearance forked polearm Damage vs. small d6+1 Damage vs. large 2d6 To-hit bonus +0 Weapon skill polearm Size two-handed Base price 5 zm(+10/positive enchant) Weight 50 Material iron The spetum is a spear with two more knife blades stuck on the sides. NetHack's "forked polearm" is vaguely accurate, but forked weapons, like the military forks shown below, would more typically have side prongs that reach all the way up to the top. Over time variations were added and it more strongly resembled the ranseur. (The spetum may have grown into the ranseur, or they may have been developed independently.) NetHack gives this an advantage with large monsters, which doesn't quite make sense, as it is supposed to be a lighter polearm. Ranseur ) Name ranseur Appearance hilted polearm Damage vs. small 2d4 Damage vs. large 2d4 To-hit bonus +0 Weapon skill polearm Size two-handed Base price 6 zm(+10/positive enchant) Weight 50 Material iron The ranseur, the hilted polearm, is essentially a spear with a hilt. The hilt served primarily to block opponents' weapons and possibly trap the weapon for disarming. The hilt was sometimes also used secondarily as an alternate way to attack. The hilt often hooked backwards also, so that it could be used as a hook. The ranseur was probably an all around better weapon than the spetum, but this is not the case in NetHack. In a perfect universe, NetHack would give this weapon an advantage when fighting monsters that use weapons, as that is where the hilt is useful. Partisan ) Name partisan Appearance vulgar polearm Damage vs. small d6 Damage vs. large d6+1 To-hit bonus +0 Weapon skill polearm Size two-handed Base price 10 zm(+10/positive enchant) Weight 80 Material iron The partisan also winds up looking much like the ranseur and spetum. Originally the partisan was a spear with small double axe blades added below it. This basic form is shown in the first partisan above; however you won't likely ever see a partisan that looks like this. The other forms are more typical. Note that while some of them look like spetums, they present broader protrusions than the knife-like spetum prongs. The partisan is also more likely to have a flat bladed tip, rather than the spiky blade of the spetum and ranseur. Over time partisans (or weapons called partisans) became more ornamental and ceremonial, which may explain why it is one of the weaker polearms, and also why it is referred to as a vulgar polearm. Perhaps one good way to differentiate between the spetum, the partisan, and the ranseur is to look for the edges on the prongs. Typically, a ranseur would have no edges, a partisan would have edges only facing out, and a spetum would have edges on both sides of the protrusions. Voulge ) Name voulge Appearance pole cleaver Damage vs. small 2d4 Damage vs. large 2d4 To-hit bonus +0 Weapon skill polearm Size two-handed Base price 5 zm(+10/positive enchant) Weight 125 Material iron NetHack has it just right referring to the voulge as a pole cleaver, as this weapon probably was invented as a meat cleaver on a pole. The voulge may look somewhat like a bardiche, but the blade is much shorter and the shaft is longer. It also may tend to look like the glaive, but would generally have a broader blade. Glaive ) Name glaive Appearance single-edged polearm Damage vs. small d6 Damage vs. large d10 To-hit bonus +0 Weapon skill polearm Size two-handed Base price 6 zm(+10/positive enchant) Weight 75 Material iron If you could put a cleaver on a stick, why not just a knife? The glaive is basically just that, a knife on a stick; or as NetHack calls it, a single-edged polearm. In NetHack the glaive is called a naginata if you are playing as a Samurai. A naginata is a Japanese polearm tipped with a curved blade similar to (although often shorter than) the blade of a katana. Encyclopedia entry A Japanese pole-arm, fitted with a curved single-edged blade. The blades ranged in length from two to four feet, mounted on shafts about four to five feet long. The naginata were cut with a series of short grooves near to the tang, above which the back edge was thinned, but not sharpened, so that the greater part of the blade was a flattened diamond shape in section. Seen in profile, the curve is slight or non- existent near the tang, becoming more pronounced towards the point. "With his naginata he killed five, but with the sixth it snapped asunder in the midst and, flinging it away, he drew his sword, wielding it in the zigzag style, the interlacing, cross, reversed dragonfly, waterwheel, and eight-sides-at- once styles of fencing and cutting down eight men; but as he brought down the ninth with a mighty blow on the helmet, the blade snapped at the hilt." [ Story of Tsutsui no Jomio Meishu from Tales of Heike ] Fauchard ) Name fauchard Appearance pole sickle Damage vs. small d6 Damage vs. large d8 To-hit bonus +0 Weapon skill polearm Size two-handed Base price 5 zm(+10/positive enchant) Weight 60 Material iron The fauchard, which NetHack calls a pole sickle, is distinguished from other single-edged polearms by having a curved blade with the sharp edge on the inside of the curve. This was not a very effective weapon, and fairly weak in play. Guisarme ) Name guisarme Appearance pruning hook Damage vs. small 2d4 Damage vs. large d8 To-hit bonus +0 Weapon skill polearm Size two-handed Base price 5 zm(+10/positive enchant) Weight 80 Material iron The guisarme, like the voulge, started out as a peasant's weapon, made from a tool on a stick. In this case the tool is a pruning hook, hence the weapon's unidentified description. While it was a somewhat useful cheap weapon, the lack of a spear point was a significant liability. It was good for pulling riders off of their mounts, but what do you do once they're off? It evolved to some degree, sometimes adding a reverse spike, but eventually guisarme became a generic term for any weapon with a hook, such that you had voulge-guisarmes and glaive-guisarmes. Bill-guisarme ) Name bill-guisarme Appearance hooked polearm Damage vs. small 2d4 Damage vs. large d10 To-hit bonus +0 Weapon skill polearm Size two-handed Base price 7 zm(+10/positive enchant) Weight 120 Material iron This leads us to the bill-guisarme. Bills, developed from an agricultural implement called the bill hook (still used today), were English weapons similar in shape to the guisarme, but perhaps with somewhat less hook in general. They followed a different evolution, such that any weapon that was similar to a glaive or fauchard, but with extra bits thrown in, was often called a bill. So, in terms of origination, bill-guisarme would be a bit redundant, but in terms of later meaning, a bill-guisarme was a bladed weapon with multiple sharpened edges and spikes, and with a hook. These weapons were very versatile, and used over long periods of time, second only to the halberd. There is a lot of confusion out there on guisarmes and bill-guisarmes. Often the bill-guisarme is called simply a guisarme. Also, many pictures purporting to be guisarmes are actually fauchard-forks, which is a fauchard, with a sharp spear point added to the back of the blade. Lucern hammer ) Name lucern hammer Appearance pronged polearm Damage vs. small 2d4 Damage vs. large d6 To-hit bonus +0 Weapon skill polearm Size two-handed Base price 7 zm(+10/positive enchant) Weight 150 Material iron Despite the name, the lucern hammer is not really a hammer, and does not use the hammer skill. This confusion may have been responsible for the creation of Thunderfist. Similar confusion was common among players of the first edition of Advanced Dungeons &amp; Dragons. AD&amp;D cleric characters were denied the use of sharp weapons, restricting them generally to maces and war hammers. Any number of early clerics therefore ended up carrying around a lucern "hammer", which did more damage than a traditional war hammer. The lucern hammer is vaguely similar to the halberd, only instead of an axe blade, it presents a three-pronged hammer to its victim (hence the pronged polearm designation). Bec-de-corbin ) Name bec-de-corbin Appearance beaked polearm Damage vs. small d8 Damage vs. large d6 To-hit bonus +0 Weapon skill polearm Size two-handed Base price 8 zm(+10/positive enchant) Weight 100 Material iron The bec-de-corbin (literally "crow's beak") looks extremely similar to the lucern hammer; however the hammer side was sometimes blunt instead of pronged. The distinguishing characteristic though is that the spike was a thick beak-like shape designed only for puncturing (armor, or whatever). This is why it is the beaked polearm. The beak was the primary mode of attack; the hammer or claw was secondary. The spear tip was also generally less pointy than that of the lucern hammer. SLASH'EM UUUUUUXXXUUX@XUUXXXUUUUUU In SLASH'EM, the range of the polearm is expanded and not restricted by skill level. A new role, the Yeoman, can reach Expert skill at polearms, and begins play with a +1 partisan. Reaper is a lawful artifact halberd with a high bonus to damage. References ↑ src/makemon.c in NetHack 3.6.0, line 392 ↑ src/makemon.c in NetHack 3.6.0, line 497 ↑ src/makemon.c in NetHack 3.6.0, line 196 This page is based on a spoiler by Tom Fine, available at http://hea-www.harvard.edu/~fine/Fun/polearms.html This page may need to be updated for the current version of NetHack. It may contain text specific to NetHack 3.6.0. Information on this page may be out of date. Editors: After reviewing this page and making necessary edits, please change the {{nethack-360}} tag to the current version's tag or {{noversion}} as appropriate.
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# Orcish arrow ) Name orcish arrow Appearance crude arrow Damage vs. small 1d5 Damage vs. large 1d6 To-hit bonus +0 Weapon skill bow Size one-handed Base price 2 zm(+10/positive enchant) Weight 1 Material iron An orcish arrow is an arrow for use with a bow. It appears as a crude arrow when unidentified. It is slightly less effective than a regular arrow. If you are an orcish player firing them from an orcish bow, your multishot counter is increased by 1, meaning you may multishot up to one more arrow than otherwise. Generation Orcish Rangers start with an orcish bow and stacks of orcish arrows instead of a regular bow and arrows.[1] Uruk-hai have a 1⁄3 chance of being generated with an orcish bow and 3–14 poisoned orcish arrows.[2][3] Strategy Orcish arrows are often spawned poisoned, allowing a 10% instant death chance against many early game monsters. This overcomes the lower damage, though it's bad to be on the receiving end of them without poison resistance. And it's hard to come by any without having them shot at you. Orcish rangers are in a particular position to benefit from using orcish arrows, because they begin the game with the gear necessary to multishot them and can ignore the dangers of poison in retrieving them. These arrows are less useful to non-orcs, as they have less damage and are uncommon to find after the early game. If you are lacking in arrows, orcish arrows can at least fill the quiver slot to keep more preferable fodder from breaking in use. References ↑ src/u_init.c in NetHack 3.6.6, line 216 ↑ src/makemon.c in NetHack 3.6.6, line 412 ↑ src/makemon.c in NetHack 3.6.6, line 157
# File:Spetum.png File File history File usageNo higher resolution available. Spetum.png ‎(16 × 16 pixels, file size: 221 bytes, MIME type: image/png) A 16x16 vanilla NetHack tile of the object 'spetum'. File history Click on a date/time to view the file as it appeared at that time. Date/TimeThumbnailDimensionsUserComment current11:00, 1 August 200616 × 16 (221 bytes)BotFenix (talk | contribs)A 16x16 vanilla NetHack tile of the object 'spetum'. Category:16x16 tiles You cannot overwrite this file. File usage The following 16 pages uses this file: List of vanilla NetHack tiles NetHack 3.2.0 NetHack 3.2.1 NetHack 3.2.2 NetHack 3.2.3 NetHack 3.3.0 NetHack 3.3.1 NetHack 3.4.0 NetHack 3.4.1 NetHack 3.4.2 NetHack 3.4.3 NetHack 3.6.0 NetHack 3.7.0 Polearm Weapon User:Rhebus/Polearm table
# Gehennom (Lethe patch) The Lethe patch against vanilla NetHack and SLASH'EM features a new and retooled Gehennom. A modified version of this patch is also used in UnNetHack, and some parts of it have been incorporated into the neutral quest and demon lair levels in dNetHack. As UnNetHack has almost entirely removed the hated amnesia mechanic, it does not include Lethe water in the levels inspired by this patch. Contents 1 Asmodeus' lair 2 The Pleasant Valley 3 Juiblex's swamp 4 Baalzebub's lair 5 Geryon's lair 6 Orcus-town 7 Dispater's lair 8 Demogorgon's lair 9 Yeenoghu's lair 10 The Gulf of N'Kai 10.1 Level 1 10.1.1 Version 1 10.1.2 Version 2 10.2 Level 2 10.3 Level 3 10.4 The vibrating square 11 Cthulhu's Sanctum Asmodeus' lair Asmodeus' lair is located between levels 2 and 5 of Gehennom. Like all levels below Medusa's Island in the Lethe patch, it contains amnesia-inducing Lethe water in lieu of normal water. 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The regions marked with ,s are considered lemure pits. Asmodeus is in the throne room (two squares above the throne, on the down staircase), accompanied by two mariliths, two succubi, an incubus (on the throne), and two barbed devils (guarding the door). The throne room antechamber also contains three squeaky boards and three fire traps. There is also a fake throne room containing four random &amp; (each with a potion of invisibility), a giant mimic mimicing a stairway down, and four magic traps. The other marked traps are two spiked pits, two anti-magic fields, two fire traps, a rust trap, a polymorph trap, and a magic trap. The treasure room in the lower central area contains an amulet of change, a ring of hunger, and three random &amp;. The one on the top guards 500 gold pieces and a cursed diamond named "The Tears of Koth", the one in the middle guards 500 gold pieces and a cursed ruby named "The Heart of Cassanova", and the one on the bottom carries 500 gold pieces and a cursed emerald named "The Eye of Hera". The small 1×2 room on the right side of the river has a cursed scroll of fire and a magic trap on the upper square, and a cursed scroll of earth and a land mine on the lower square. The room to the right of it contains four gold pieces, a potion of polymorph, a cursed scroll of demonology, a cursed scroll of elementalism (both scrolls are on the same square), two fire traps, and two magic traps (one of which is under the southern gold piece), a spiked pit, and an anti-magic trap (under the left gold piece. The fountain room contains four random &amp; and two random V. The stair room contains an imp, a cursed loadstone, a cursed amulet of strangulation (on the square next to the stairs), and a cursed −2 helm of opposite alignment (on the stairs themselves). The room north of the stair room contains four hell hounds. There is a small 1×1 corridor section just outside this room containing a scroll of teleportation. Finally, the room in the far northeast contains a blue jelly. The Pleasant Valley The Pleasant Valley is located between levels 4 and 11 of Gehennom, and contains the entrance to Vlad's Tower. The floor is undiggable, and the Lethe River flows through the level. All random monsters on the level are V, S, E, H, M, O, R, T, &amp;, or Z. &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;-----------------&nbsp;&nbsp;&nbsp;....&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;...#..#.&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;|.@.|..@|.@.|.@.|&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;....&nbsp;&nbsp;..&lt;...&nbsp;&nbsp;&nbsp;&nbsp;#...Y#..#n.....#.&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;.#....--.---.---.---.--.&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;##..{..&nbsp;&nbsp;&nbsp;...&nbsp;&nbsp;&nbsp;&nbsp;.....#....^..#..n^..#............................#.&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;###&nbsp;&nbsp;...&nbsp;&nbsp;&nbsp;#&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;.&nbsp;&nbsp;#n...#..#.....#..Y.#.....n.#........q#.......q.....&nbsp;&nbsp;&nbsp;#&nbsp;&nbsp;&nbsp;##&nbsp;&nbsp;&nbsp;&nbsp;.#....#.....#...#..#..^.....#..........q....#.q...q......&nbsp;..&nbsp;&nbsp;&nbsp;&nbsp;#&nbsp;&nbsp;&nbsp;....#.....#nY.^.#......#n..........#.....q......qq#...........&nbsp;&nbsp;....##.&nbsp;&nbsp;....#......#...#..#..n..........n......#.............#.......|---|&nbsp;&nbsp;....&nbsp;&nbsp;..&nbsp;#..&gt;&nbsp;(...}}}}}}}}}}}}}}.....#......#............q..........#...@.|&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;......&nbsp;&nbsp;}}}}}}};}}}}}}}}}}}}}}}....n............#.........c......|---|&nbsp;}}}}}}}}}}}}}}}}}}}}}}}}}}}}}};}}}}}}}}}........................#........@.|&nbsp;}}};}}}}}}};}}}}}}}..........}}}}}}};}}}}}}.}....#.......#.......c.....|---|&nbsp;}}}}}}}}}}}}}}}....^............}}}}}}}}}}.}.}.}.}.............c....#......|&nbsp;&nbsp;&nbsp;---------------........^...........}}}}.;.}.}n}}.}..n..........#.....|---|&nbsp;&nbsp;&nbsp;|.......|.d...|^^..^...................}.}.}};}.}.}.}....#....q........@.|&nbsp;&nbsp;&nbsp;|[email protected]^+...^............^.........}.}.}.}.}.}}................|---|&nbsp;&nbsp;&nbsp;|.......|.d...|----........^.........^....}.}.}.}n}..#......#..........@.|&nbsp;&nbsp;&nbsp;|.......------|.&lt;.|......^................&nbsp;}}}};}}}&nbsp;&nbsp;.....q......#...|---|&nbsp;&nbsp;&nbsp;|.V.\.V.S...'(S..'|.&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;...........&nbsp;&nbsp;&nbsp;&nbsp;}}}}}}&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;............&nbsp;&nbsp;&nbsp;-------------------&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;}}}} The ladder to Vlad's Tower is in the building in the southwest. Scattered throughout the level are a healer, a rogue, a barbarian, a ranger, a wizard, a samurai, a knight, a valkyrie, six sheep, three lambs, two goats, three chickens, and twelve random n. There are eight random ; in the river. The entrance room to the tower contains three winter wolves and a werewolf, and the throne room contains 28 random monsters. There is a master lich with a scroll of demonology and a ring of free action on the throne, accompanied by two vampire lords, each with a random potion. The hallway to the ladder room is guarded by an iron golem, and there is another in the ladder room itself. There are four monkeys in the forest (one is not shown, since it's on the same space as a nymph), three of whom have musical instruments—a wooden harp; a bugle and a tooled horn; and a leather drum. Traps in the forest include a squeaky board and three pits, and the traps on the south bank of the river are three spiked pits and seven magic traps, as well as an anti-magic field just inside the tower. The level also contains a chest (marked), five random comestibles, and five other random items. Juiblex's swamp Juiblex's level is located between levels 4 and 7 of Gehennom, and is unchanged from vanilla NetHack. Indeed, the swamp is not Lethe water, as of Lethe patch 1.5, possibly due to a bug or oversight. Baalzebub's lair Baalzebub's lair is located between levels 6 and 9 of Gehennom. Teleportation is disabled on the level, the floors are undiggable, and the Lethe flows through the level. &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;}}&nbsp;&nbsp;&nbsp;}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;..}}...}&nbsp;...}}....}}}}.....}}...}}.}..}.}.}....}}.}&nbsp;&nbsp;}}.}}...&nbsp;&nbsp;&nbsp;&nbsp;.....&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;.}}..}}}..}}}...}}}....}}.#...}}}..}.}}.}.}..#.}..}.}}}...&nbsp;&nbsp;}}.&nbsp;#....&lt;..&nbsp;&nbsp;&nbsp;&nbsp;}..&nbsp;&nbsp;}}}}}}}}.#.}}}}}}}}###}}}}}}}}}}}}}}}####}}}}.}....}}.}...&nbsp;#&nbsp;......&nbsp;&nbsp;&nbsp;&nbsp;.}}}}}}}}}}}}}####}}}}}}#}}}------------}}#}}}}}}}}.}}.}.....&nbsp;}.#&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;.}}}######}}}}}}#}}--------|..........|###}}}}}}}}}}.....}}}...&nbsp;&nbsp;.}...&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;.}}}}#....#}}-------|........&amp;..--------------}}}}}}}}}}.....&nbsp;&nbsp;}...&nbsp;.}.}&nbsp;&nbsp;&nbsp;&nbsp;}.}---....|--|..................S............|----}}}}}...}.}&nbsp;...}......&nbsp;&nbsp;&nbsp;&nbsp;..}#...--....S..----------------|...... ...\&amp;S..&gt;|}}}}}}}.....}}...&nbsp;&nbsp;}..}&nbsp;&nbsp;&nbsp;.}}---....|--|..................|............|----}}}}}}}}}.....}}.....}.&nbsp;&nbsp;&nbsp;&nbsp;.}}}#....#}}-------|........&amp;..-----S--------}}}}}}}}}.....}}.....}&nbsp;}..&nbsp;&nbsp;&nbsp;&nbsp;.}.}}######}}}}}}#}}--------|..........|###}}}}}}}}&nbsp;&nbsp;}....}..}}..&nbsp;&nbsp;....}}&nbsp;&nbsp;&nbsp;}.}.}}}}}}}}}}####}}}}}#}}}}------------}}#}}}}}}}&nbsp;&nbsp;&nbsp;..}}...}...}...&nbsp;}.&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;}}.}.}}}}}}}}.#.}}}}}}}###}}}}}}}}}}}}}}}}####}}...&nbsp;}...}.....}}.}}&nbsp;...}&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;.&nbsp;&nbsp;}..}}}}}}...}}}}}}}}.#.}}}}}....}}}}}}}}.#....}...}...}....}...}&nbsp;...}&nbsp;&nbsp;&nbsp;}}.&nbsp;.&nbsp;..}}}}}}}.}}}}...}...}}...}}....}}}}}}...}}..}....}...}...}}...}&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;}..}.}.}..&nbsp;&nbsp;.}.}.}...}..}}...}}...}}}...}}...}.....}.}..}...}}..}&nbsp;&nbsp;.}..&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;}}..}.}.}..&nbsp;}.}.}.}..}.}.}}....}}}...}}}....}}...}}......}}...&nbsp;.}}&nbsp;.....&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;}}.}}..}}..}}}...}...}}....}}}}}}}}....}}......}....}}}..}}.}......&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;}}}&nbsp;&nbsp;&nbsp;}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}&nbsp;&nbsp;&nbsp;&nbsp;}}}&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Baalzebub is in front of the secret door leading to the stairs. Other monsters in the building include a ghost, a horned devil, and a barbed devil. The level also contains two ghosts, two shades, four horned devils, five lemures, a green slime, a random L, two random &amp;, three random V, three random F, three random P, four random pieces of armor, four random weapons, three random gems, four random potions, five random scrolls, two spiked pits, two fire traps, two sleep gas traps, two anti-magic fields, three rust traps, and four magic traps. Geryon's lair Geryon's lair is located between levels 8 and 11 of Gehennom. It has undiggable floors and Lethe water, and teleportation is blocked. &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;}}}}}}}}}}&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;}}}}}&nbsp;&nbsp;&nbsp;&nbsp;}}}}&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;TTT.&nbsp;.......}}}.}}&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;..Y.&nbsp;&nbsp;&nbsp;&nbsp;..&nbsp;&nbsp;&nbsp;...}&nbsp;&nbsp;&nbsp;&nbsp;}...}}}}}}}}}..}&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;...$&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;TT..T......}}....}}}}....+Y.Y..&nbsp;..YY+...}}..&nbsp;.}}}....}}.}}}...}..&nbsp;&nbsp;(.D..&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;T.&nbsp;&nbsp;......}}......}..}...&nbsp;&nbsp;&nbsp;&nbsp;..Y..&nbsp;&nbsp;&nbsp;...}}...}}}.....}...}...}}...&nbsp;&nbsp;....&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;....}}}}......}...}}.....&nbsp;&nbsp;}.Y&nbsp;&nbsp;&nbsp;...}}}....}}....}.....}}.}}....&nbsp;&nbsp;&nbsp;#&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;.........}}....}}}....}}}...&nbsp;&nbsp;}}&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;}}}}}}..}.....}}..d.}}....}....###&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;...}........}}..}}.}}}}...}}}}&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;}}...}}}}}}}}}....}}....}}}...&nbsp;#&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;...}.......}}}}}...}}..}}....}}.&nbsp;&nbsp;&nbsp;-----}....}}...}}}}..}}}}....}}}.&nbsp;&nbsp;##&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;....}.....}}}.....}}.....}}...}..&nbsp;&nbsp;|jjj|}.....}}...}}}}}.d.}}}}}..}}&nbsp;&nbsp;&nbsp;#&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;....}}....}}....}}.....}}}}.}}}..&nbsp;|jjj|&nbsp;}}....}....}}....}}}....}}&nbsp;&nbsp;&nbsp;&nbsp;#&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;....}}}.}..}....}}.....}}}}.}}}.}--+--&nbsp;&nbsp;.}}..}}...d.}.d..}}}....}}.&nbsp;&nbsp;..&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;}......}....}}}}..}}}...}}}}}}..}}|.|&nbsp;&nbsp;&nbsp;&nbsp;..}}}.....}}}..}}}.}....}}.&nbsp;.D(&nbsp;&nbsp;&nbsp;&nbsp;..}.....}.....}...H.}}}}}.}}}}}}.}}#.|&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;...}}}}....}}}}...}}..}}}.#..$&nbsp;&nbsp;&nbsp;...}}...}}}.....}..H..}.....}}}..}}&nbsp;|.|&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;...}..}}}}}...}}..}}...}.&nbsp;&nbsp;..&nbsp;&nbsp;&nbsp;....}}..}..}...}}}}HH.}}....}...}}---S----&nbsp;&nbsp;...}....}}.....}}}..}..}}}&nbsp;&nbsp;#&nbsp;&nbsp;&nbsp;&nbsp;......}}....}}}}}}}}...}}....}}.}&nbsp;|&amp;.&amp;.&amp;b|&nbsp;&nbsp;&nbsp;&nbsp;}}}....}}.....}}}}.}}}&nbsp;&nbsp;&nbsp;&nbsp;#&nbsp;&nbsp;&nbsp;&nbsp;.......}}}....}}}...}...}.....}}&nbsp;&nbsp;|.\....|&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;.....}}.....}}}...}}.&nbsp;$...&nbsp;&nbsp;&nbsp;&nbsp;.&lt;......}}}}..}}....}}..}.....&nbsp;&nbsp;&nbsp;&nbsp;|&amp;.&amp;.&amp;b|#^&nbsp;##......}}...}}}...}}.&nbsp;..D..(&nbsp;&nbsp;&nbsp;&nbsp;........}}}}}}&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;}}}....&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;--------&nbsp;###&nbsp;&nbsp;.......}}}}}}}..}..#.....&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;}}}}&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;}}}}&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;}}}}}}}}}}}&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Geryon is on the throne, carrying a frost horn and accompanied by his courtiers—two ice devils, two bone devils, two succubi, and two gelatinous cubes. There is a squeaky board in the hallway outside the throne room. The level also contains six blue jellies (one of which is on top of the stairway down), seven ice trolls (one of whom has a wand of fire), seven yetis, four frost giants, a white dragon, a silver dragon, a gray dragon, four winter wolves, three chests, and three piles of gold. Orcus-town Orcus' lair is located between levels 10 and 13 of Gehennom. It has undiggable floors, blocks teleportation, and your sight is reduced on it. As with all Lethe patch demon lairs except for Jubilex's Swamp, the Lethe flows through the level. &nbsp;&nbsp;-----&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;--------------------&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;|...|..&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;..............&nbsp;|.......|shop.|....|&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;|..........----------&nbsp;&nbsp;|...|...........----------..&nbsp;|.......|.....|....|.....|..........|........|&nbsp;&nbsp;|...+...........|.....%..|...|.......|--+-----+--................|........|&nbsp;&nbsp;-----..---+---..|.._.....+...----+----.............{....morgue...+....&lt;.\.|&nbsp;&nbsp;|...+..|.....|..|.temple.|.................------................|........|&nbsp;&nbsp;|...|..|.....|..----------..}}}}}}}........+....|.....|..........|........|&nbsp;&nbsp;|...|..--...--.........}}}}}}}}}}}}}}}}}...|....|.....|..........------S---&nbsp;&nbsp;-----}}}}.}.}}}}...}}}}}}}}}}}}}}}}}}}}}}}}------.....---------+--&nbsp;&nbsp;&nbsp;|...|&nbsp;}}}}}}}}}}}.}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}..............&nbsp;&nbsp;&nbsp;|...|&nbsp;}}}}}}}}}}.}.}}}}}}}}}}}}}}}-----------}}}}}}}}}}}}}}}}}............&nbsp;&nbsp;-----&nbsp;}}}}}}}}--...--}}}}}}}}.....|.........|..}}}}}}}}}}}}}}}}}}}}}.......&nbsp;}}}}....|.....|.............|.........+......}}}}}}}}}}}}}}}}}}}}}}}}}}}&nbsp;-------.|.....|..----.----..|.........|................}}}}}}}}}}}}}}}}}}}}}&nbsp;|.shop|.---+---..|.......|..----&nbsp;--VV--..-----+----..............}}}}}}}}}}}&nbsp;|.....|.........................Z&amp;..V....|........|..-------...........}}}}}&nbsp;|--+--|...----+---morgue.-----+-&nbsp;--V-----|........|..|.....-----...--+-----&nbsp;&nbsp;&nbsp;&nbsp;......&nbsp;|......|.......|........|......+........|..+.....|...+..&nbsp;|......|&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;|......|.......|........|......|........|&nbsp;&nbsp;|.....|.&gt;.|&nbsp;&nbsp;&nbsp;|......|&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;-----------------------------------------&nbsp;&nbsp;-----------&nbsp;&nbsp;&nbsp;-------- Orcus is on the street in the south-central part of town, accompanied by a human zombie, two shades, two vampires, and two vampire lords. Roaming the level are five skeletons, four shades, three giant zombies, three ettin zombies, three human zombies, three vampires, two vampire lords, and five other random monsters. There are two marked morgues, two marked abandoned shops, and a marked abandoned temple, with a non-coaligned altar and a priest corpse. The level also contains five random objects, a spiked pit, a sleep gas trap, two anti-magic fields, three fire traps, three magic traps, and a rust trap. Dispater's lair Dispater's lair is located between levels 11 and 14 of Gehennom, and is surrounded by a standard Gehennom maze level. Teleportation is blocked, the floors are undiggable, and the Lethe flows through it. &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;}}}}&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;---------&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;}}}}&nbsp;&nbsp;&nbsp;&nbsp;..&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;....&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;------&nbsp;|...|.S'|&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;.$};}}$&nbsp;.....&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;.......----|.S..|&nbsp;|.|S|.|S|&nbsp;&nbsp;&nbsp;&nbsp;.$}}}}$.&nbsp;&nbsp;....&nbsp;&nbsp;&nbsp;&nbsp;..&nbsp;....&nbsp;|$$$----.|&nbsp;|.|'..|'|&nbsp;&nbsp;&nbsp;&nbsp;'}}}}$.&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;'.&nbsp;&nbsp;..&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;|$$$S..|'|&nbsp;|.-------..&nbsp;&nbsp;$};}}.&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;.....'..&nbsp;&nbsp;&nbsp;&nbsp;----S----.|.|&nbsp;|.|.....|..'..$}}}}$.........&nbsp;&nbsp;-----|.&amp;..(|.S'|.|&nbsp;|.|.--|.|......$}}}}$.....&nbsp;.&nbsp;&nbsp;&nbsp;|^^^^+^..&amp;(|'|.|.|&nbsp;|.|...|S|&nbsp;&nbsp;...&nbsp;&nbsp;}};}.$...&nbsp;&nbsp;.|---+-----S---|.|.S.|&nbsp;-S-S|.|'|....&nbsp;&nbsp;}}}}&nbsp;&nbsp;&nbsp;...&nbsp;.^+^.&amp;^&amp;.'..&amp;&amp;.&nbsp;|S---.|&nbsp;....|S--|S|...$}}}}&nbsp;&nbsp;....'.&nbsp;|.&amp;........\..#$$$|.|&nbsp;-S-S|...|'|.'..$};}}$...&nbsp;&nbsp;.^+^.&amp;^..'..&amp;&amp;.&nbsp;|----S|&nbsp;|.|.|.|.|S|&nbsp;...&nbsp;}}}}$....&nbsp;&nbsp;.|---+-----S---|&gt;'S$'|&nbsp;|.|.|.|.|.|&nbsp;..&nbsp;&nbsp;}}}}&nbsp;.....&nbsp;'.&nbsp;&nbsp;|^^^^+^..&amp;(|-----|&nbsp;|.|...|...|&nbsp;&nbsp;.$};}}$...&nbsp;..&nbsp;&nbsp;..&nbsp;-----|.&amp;..(S....|&nbsp;&nbsp;|.---------&nbsp;&nbsp;'}}}}$..&nbsp;&nbsp;&nbsp;&nbsp;'.&nbsp;..&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;-------'^^.|&nbsp;&nbsp;|.....|&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;..&nbsp;}}}}$..&nbsp;&nbsp;.....&nbsp;&nbsp;...&nbsp;&nbsp;....&nbsp;.+....|&nbsp;&nbsp;|----.|&nbsp;&nbsp;&nbsp;&nbsp;...$}};}&nbsp;..&nbsp;..&nbsp;......&nbsp;....&nbsp;....------&nbsp;&nbsp;|'S...|&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;$}}}}$..&nbsp;&nbsp;&nbsp;.....&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;.....&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;-------&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;}}}}&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; The structure on the left bank, which is also the exit from the maze, contains five gold golems, each guarding a random gem. The banks of the Lethe are covered in piles of gold pieces, each containing a random amount, and the river itself contains six random ;. The left bank is inhabited by a crystal golem, a ruby golem, a sapphire golem, and a diamond golem, and the right bank by two ruby golems, two sapphire golems, and a diamond golem. Dispater is on his throne, accompanied by two nalfeshnee, a succubus, an incubus, two diamond golems, and four ice devils. The traps in and around Dispater's throne room are all squeaky boards. The halls above and below the throne room each contain, from left to right, an anti-magic field, a magic trap, a polymorph trap, and another magic trap. The rooms at the end of the hallways each contain a fire trap, two chests, and two random &amp;. The room in the lower right contains a diamond golem, a polymorph trap, and a magic trap. The northern vault contains six piles of treasure, each of which contains a random amount of gold and two random gems. The one in the lower left covers a squeaky board, and the one in the lower right is guarded by a giant mimic. There are four gold golems in the hallway leading to the stairs down, and the stairs themselves are guarded by a sapphire golem and a steel golem, the latter of which is standing on the stairs. Both squares in the stair room contain gold, as do the two squares leading up to it. The area behind Dispater's throne contains three sapphire golems and three piles of gold, as well as a diamond, a ruby, two loadstones, an emerald, a sapphire, an amethyst, a jade stone, an opal, a luckstone, a jacinth, an aquamarine stone, a fluorite stone, a jasper stone, and a citrine stone. Scattered randomly throughout the level are ten piles of gold and fourteen random gems. Demogorgon's lair Demogorgon's lair is located between levels 12 and 15 of Gehennom. Teleportation is forbidden on the level, and the floors are undiggable. Although the Lethe flag is set, the river itself is absent, but there are six pools on the level. &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;}}}}&nbsp;&nbsp;......&nbsp;&nbsp;&nbsp;}}}&nbsp;&nbsp;&nbsp;&nbsp;.V}}}&nbsp;&nbsp;}}}&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;..&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;...X..}}}&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;}}}}&nbsp;&nbsp;..&gt;&amp;.&nbsp;^&nbsp;}}}E}}&nbsp;&nbsp;.}}}}}}}}}}}:}}}}&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;....&nbsp;&nbsp;&nbsp;&nbsp;.....}}E}.....&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;}}}}&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;...&nbsp;..}}}}}}}:}}E}}&nbsp;.}}E}}&nbsp;}}}}}.&nbsp;&nbsp;&nbsp;.&lt;..&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;...}&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;...&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;}}}}&nbsp;&nbsp;.-----&nbsp;&nbsp;...}}}&nbsp;&nbsp;&nbsp;&nbsp;}}}&nbsp;&nbsp;&nbsp;..}}&nbsp;&nbsp;&nbsp;}}}.&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;..&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;^&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;....&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;}}E}..|...|------------###-&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;....&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;.&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;.X..&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;^&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;..}}}}..S.&amp;.|&amp;.&amp;S.....n..&amp;..|----------S---&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;..&nbsp;&nbsp;&nbsp;......&nbsp;&nbsp;&nbsp;.^...&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;....}.}}.---+-##.|n.&amp;.}}}...nS...|}.(.}|...|&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;..^...}}...&nbsp;..&nbsp;&nbsp;...&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;..&amp;.^}}}}..}|...#.|....}}}....|--S|.&amp;\&amp;.S...|&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;..&nbsp;&nbsp;...}E}....&nbsp;&nbsp;..dX..&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;.&amp;.&amp;}}}}..}#...#&amp;|gn.&amp;.n.&amp;n.&amp;|...|.&amp;...|--+-&nbsp;&nbsp;&nbsp;&nbsp;..&nbsp;&nbsp;&nbsp;&nbsp;...X..&nbsp;&nbsp;&nbsp;&nbsp;...}.d&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;....}}}}&amp;..}|#D##.|------------...|&amp;...&amp;|.m.|&nbsp;&nbsp;&nbsp;&nbsp;.X...&nbsp;&nbsp;&nbsp;...&nbsp;&nbsp;&nbsp;&nbsp;...dE}....&nbsp;..^..}}}}...&amp;}|....&amp;|&nbsp;&nbsp;&nbsp;|.^.S..S...|}&amp;..}|----&nbsp;&nbsp;&nbsp;&nbsp;....&nbsp;&nbsp;&nbsp;^&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;...d..&nbsp;...&nbsp;..}}}.....---+-----&nbsp;D&nbsp;|..-------|---S----&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;..&nbsp;&nbsp;&nbsp;...&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;..&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&amp;.}}}.&amp;...S.&amp;.|&nbsp;&nbsp;&nbsp;}}}&nbsp;|..&amp;&amp;L..D.|..'''..|&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;..&nbsp;&nbsp;&nbsp;..&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;^&nbsp;&nbsp;&nbsp;&nbsp;..&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;}}}}.....|...|&nbsp;&nbsp;}}&nbsp;&nbsp;&nbsp;|--###----|&amp;.^^^.&amp;|&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;^&nbsp;&nbsp;..H&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;.....&nbsp;&nbsp;...}&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;}E}}....---S-&nbsp;&nbsp;&nbsp;}}}&nbsp;&nbsp;&nbsp;&nbsp;}}}&nbsp;&nbsp;&nbsp;&nbsp;----S----&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;..H.}..&nbsp;&nbsp;&nbsp;&nbsp;....&nbsp;&nbsp;.^.D.}E&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;}}}}&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;.&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;}}}&nbsp;&nbsp;}}}}}&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;}}.}}&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;...E}.H..^.&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;...}}}}}&nbsp;&nbsp;}}}}}}}&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;..&nbsp;&nbsp;&nbsp;}E}}}}}}}}}}}}&nbsp;}E}}.}V&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;.H.H..&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;.}E}&nbsp;&nbsp;}}}}&nbsp;&nbsp;}}}}&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;....}}}}}:..E.}}}}}}...}}&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;}}}}&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;......}}}}}.....:}}}V&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Demogorgon is on the throne, accompanied by a pit fiend, a balrog, a marilith, a nalfeshnee, and two succubi. There is a chest behind the throne, and two other chests above the lava pools in the back of the throne room. The antechamber contains three random ' and three traps—from left to right, a magic trap, a squeaky board, and another magic trap. The area to the left of the fortress contains five xorns, five fire giants, eight fire elementals (all generated on top of lava pools), four hell hounds, a red dragon, four hezrou, three nalfeshnee, four random B, and eleven squeaky boards. The fortress itself contains a black dragon, two pit fiends, four nalfeshnee, three bone devils, four water demons, six water nymphs, a gremlin, an arch-lich, a blue dragon, a giant mimic mimicking a down staircase, and a squeaky board. The outdoor areas in the northeast and southeast each contain three fire elementals, a salamander, and a fire vampire, and the southern one also contains a red dragon guarding a chest, two rubies, six other random gems, and a random amount of gold. The down stairs are guarded by a pit fiend and a squeaky board. The level also contains four random &amp;, eight fire traps, three magic traps, and two anti-magic fields. Yeenoghu's lair Yeenoghu's lair is located between levels 13 and 16 of Gehennom. Its floors are undiggable, teleportation is disabled, and the Lethe River flows through the level. &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;}}}}&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;.....&nbsp;&nbsp;GG&nbsp;&nbsp;&nbsp;&nbsp;-----------&nbsp;------------&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;.Z.&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;.G..&nbsp;&nbsp;}}}}&nbsp;&nbsp;&nbsp;&nbsp;...&nbsp;&nbsp;&nbsp;H&nbsp;G..G&nbsp;&nbsp;.|ZZZZ|.&amp;..|&nbsp;|..D...S...--------------&nbsp;(L}...&nbsp;&nbsp;.....G&nbsp;&nbsp;};}.&nbsp;&nbsp;&nbsp;H&nbsp;&nbsp;&nbsp;.H......H..|....|..&amp;.|&nbsp;|######|G..S..G."^.G.^+^|&nbsp;&nbsp;.Z.&nbsp;.&nbsp;&nbsp;&nbsp;G.G.&nbsp;&nbsp;}}}}&nbsp;&nbsp;&nbsp;G..H..&nbsp;&nbsp;G...G&nbsp;&nbsp;&nbsp;|....|S--S---..........|.G.--------------&nbsp;&nbsp;.&nbsp;&nbsp;&nbsp;&nbsp;.&nbsp;H&nbsp;}}}}&nbsp;&nbsp;G...G&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;..G&nbsp;&nbsp;---....|..#.GG....{G....G|S--|G&amp;..&amp;.&amp;.G..&amp;|--S-&nbsp;&nbsp;&nbsp;&nbsp;H&nbsp;..}};}H......H..&nbsp;&nbsp;&nbsp;&nbsp;..H....^.^^|.D#......{'{.....#.h^+.....u&amp;..\.(S.&gt;P|&nbsp;&nbsp;.G.&nbsp;&nbsp;&nbsp;}}}}&nbsp;&nbsp;G.G.&nbsp;&nbsp;&nbsp;...&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;---^...|..#.GG....{G....G|---|G&amp;..&amp;.&amp;.G..&amp;|----&nbsp;.G....&nbsp;&nbsp;}}}a&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;%.***&nbsp;&nbsp;..H.|....|---S---..........|.?.--------------&nbsp;&nbsp;.&nbsp;(.G..G.#};}}&nbsp;&nbsp;&nbsp;..&nbsp;&nbsp;&nbsp;&nbsp;%%%&nbsp;&nbsp;...&nbsp;.|....|G...|&nbsp;|######|...S..?..?..?^+^|&nbsp;..&nbsp;...&nbsp;&nbsp;G....G#####.....H..&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;....H.|ZZZZS...G|&nbsp;|..D...S...--------------&nbsp;&nbsp;......&nbsp;&nbsp;&nbsp;G.&nbsp;&nbsp;&nbsp;};}}#.&nbsp;&nbsp;..&nbsp;.....H..&nbsp;..&nbsp;&nbsp;-----------&nbsp;------------...&nbsp;&nbsp;&nbsp;....&nbsp;..H..&nbsp;..&nbsp;&nbsp;&nbsp;&nbsp;.&nbsp;&nbsp;.}}}&nbsp;&nbsp;..&nbsp;&nbsp;.&nbsp;...&nbsp;&nbsp;&nbsp;&nbsp;H&nbsp;&nbsp;..&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;(....&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;...H.....H.&nbsp;H&nbsp;.H.&nbsp;&nbsp;...&nbsp;&nbsp;&nbsp;H&nbsp;&nbsp;.H.&nbsp;&nbsp;&nbsp;&nbsp;H&nbsp;&nbsp;&nbsp;}}}}&nbsp;&nbsp;.&nbsp;&nbsp;.&nbsp;&nbsp;.&nbsp;&nbsp;.H..&nbsp;&nbsp;&nbsp;.H.&nbsp;&nbsp;&nbsp;&nbsp;.G.G.&nbsp;&nbsp;&nbsp;...&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;...&nbsp;&nbsp;&nbsp;...&nbsp;&nbsp;...&nbsp;&nbsp;&nbsp;&nbsp;.&nbsp;&nbsp;&nbsp;&nbsp;..&nbsp;&nbsp;&nbsp;}};a&nbsp;&nbsp;H&nbsp;H&nbsp;&nbsp;&nbsp;&nbsp;..&nbsp;.G.&nbsp;&nbsp;&nbsp;&nbsp;...&nbsp;&nbsp;G.....&nbsp;.....H.&nbsp;.H.G......&nbsp;&nbsp;&nbsp;H&nbsp;&nbsp;..&lt;..&nbsp;&nbsp;..&nbsp;&nbsp;..G.G&nbsp;&nbsp;&nbsp;}}}}&nbsp;.G.G&nbsp;.H.&nbsp;&nbsp;....&nbsp;&nbsp;..&nbsp;.H...G..G&nbsp;H&nbsp;..&nbsp;&nbsp;...&nbsp;..G...&nbsp;.H.&nbsp;..H....&nbsp;&nbsp;...&nbsp;&nbsp;&nbsp;....H..}.}.H......&nbsp;..&nbsp;&nbsp;.G.&nbsp;&nbsp;H&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;......H.&nbsp;&nbsp;&nbsp;&nbsp;..&nbsp;&nbsp;&nbsp;&nbsp;...G&nbsp;&nbsp;&nbsp;&nbsp;...&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;.H...&nbsp;&nbsp;...G&nbsp;&nbsp;&nbsp;;.}.&nbsp;&nbsp;&nbsp;G..G&nbsp;&nbsp;&nbsp;..&nbsp;...H...&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;....G&nbsp;.H......&nbsp;&nbsp;......H.H.....&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;..&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;}}}}&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;.H..&nbsp;&nbsp;&nbsp;&nbsp;.....H.G.&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;...&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;..G.&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;... Yeenoghu is on his throne, accompanied by three succubi, a pony, two gnoll warriors, two bone devils, two hezrou, two balrogs, and two gnoll shamans. There is a chest behind the throne. Other monsters in the fortress include eight skeletons, eleven gnoll warriors, a black dragon, a master mind flayer with wands of cancellation and lightning and a potion of full healing, an iron golem, three gnoll shamans, a nalfeshnee, a vrock, a green slime, two random D, and four other random monsters (indicated with ?). The marked traps in the fortress are three squeaky boards, two magic traps, a polymorph trap, two anti-magic fields, a web, a pit, and a fire trap. The marked monsters in the outdoor area are fourteen gnolls, four gnoll chieftains, nineteen gnoll warriors, four gnoll shamans, six random ;, two random B, and two random a. The small storage room in the right contains four random comestibles and three random gems, and the southernmost and westernmost gnoll camps each contain a chest. The small area in the northeast contains a master lich, two skeletons, a chest, and four random gems. Roaming the level are six gnolls, two gnoll chieftains, a gnoll shaman, four random e, three other random monsters, and scattered about are three random gems, three random cursed −1 weapons, three random cursed −1 armors, and three random cursed comestibles. The Gulf of N'Kai The Gulf of N'Kai starts five levels from the bottom of Gehennom, and extends to the level above the bottom, where the vibrating square is located. As is to be expected in this version of Gehennom, it has Lethe water instead of normal water. Level 1 There are two versions of level 1. Version 1 &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;}}}}&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;..&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;......&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;....&nbsp;&nbsp;&nbsp;}}}}&nbsp;&nbsp;..........&nbsp;&nbsp;......&nbsp;&nbsp;......&nbsp;....&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;.&nbsp;&nbsp;&nbsp;..&nbsp;...&nbsp;...&nbsp;..&nbsp;..&nbsp;...&nbsp;&nbsp;...&nbsp;&nbsp;...&nbsp;}};&nbsp;}&nbsp;...&nbsp;.&nbsp;..&nbsp;...&nbsp;..&nbsp;..&nbsp;&nbsp;...&nbsp;...&nbsp;.....&nbsp;...&nbsp;&nbsp;&nbsp;....&nbsp;...&nbsp;..&nbsp;..&nbsp;&nbsp;..&nbsp;&nbsp;...&nbsp;&nbsp;..&nbsp;&nbsp;&nbsp;}}&nbsp;}}&nbsp;}..&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;...&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;...&nbsp;...&nbsp;..&nbsp;&nbsp;..&nbsp;&nbsp;&nbsp;...&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;..&nbsp;&nbsp;..&nbsp;&nbsp;...&nbsp;&nbsp;..&nbsp;&nbsp;..&nbsp;&nbsp;&nbsp;..&nbsp;&nbsp;.}&nbsp;}}.}..}..&nbsp;&nbsp;...&nbsp;&nbsp;..&nbsp;&nbsp;..&nbsp;&nbsp;&nbsp;..&nbsp;&nbsp;&nbsp;..&nbsp;..&nbsp;&nbsp;..&nbsp;&nbsp;&nbsp;.&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;....&nbsp;&nbsp;..&nbsp;&nbsp;&nbsp;..&nbsp;&nbsp;&nbsp;&nbsp;..&nbsp;&nbsp;..&nbsp;..}..}}.}}..&nbsp;&nbsp;..&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;....&nbsp;&nbsp;&nbsp;....&nbsp;&nbsp;&nbsp;...&nbsp;&nbsp;....&nbsp;..&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;..&nbsp;&nbsp;&nbsp;&nbsp;....&nbsp;&nbsp;&nbsp;..&nbsp;&nbsp;..&nbsp;&nbsp;&nbsp;....&nbsp;&nbsp;}..}}}.}&nbsp;&nbsp;....&nbsp;&nbsp;...&nbsp;&nbsp;...&nbsp;..&nbsp;..&nbsp;..&nbsp;..&nbsp;..&nbsp;&nbsp;..&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;..&nbsp;&nbsp;&nbsp;...&nbsp;&nbsp;..&nbsp;..&nbsp;&nbsp;....&nbsp;..&nbsp;&nbsp;..}&nbsp;&nbsp;..}}}.;&nbsp;&nbsp;....&nbsp;&nbsp;...&nbsp;&nbsp;....&nbsp;&nbsp;....&nbsp;&nbsp;&nbsp;...&nbsp;&nbsp;...&nbsp;&nbsp;&nbsp;&nbsp;..&gt;.&nbsp;..&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;...&nbsp;&nbsp;..&nbsp;&nbsp;...&nbsp;&nbsp;&nbsp;.}.&nbsp;&nbsp;.};.}}.&nbsp;..&nbsp;&nbsp;....&nbsp;....&nbsp;&nbsp;....&nbsp;&nbsp;..&nbsp;..&nbsp;....&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;.....&nbsp;&nbsp;&nbsp;....&nbsp;..&nbsp;..&nbsp;&nbsp;&nbsp;...&nbsp;...}..}}...}...&nbsp;&nbsp;..&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;...&nbsp;..&nbsp;....&nbsp;&nbsp;..&nbsp;&nbsp;..&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;....&nbsp;..&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;...&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;....&nbsp;.}.}.}.}..&nbsp;&nbsp;...&nbsp;&nbsp;&nbsp;..&nbsp;&nbsp;.&nbsp;...&nbsp;&nbsp;&nbsp;..&nbsp;&nbsp;&nbsp;...&nbsp;&nbsp;..&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;..&nbsp;&nbsp;...&nbsp;&nbsp;&nbsp;&nbsp;...&nbsp;..&nbsp;&nbsp;&nbsp;&nbsp;..&nbsp;&nbsp;.&nbsp;&nbsp;}&nbsp;}}.}.}&nbsp;&nbsp;..&nbsp;&nbsp;&nbsp;...&nbsp;&nbsp;....&nbsp;&nbsp;&nbsp;&nbsp;....&nbsp;&nbsp;&nbsp;..&nbsp;&nbsp;&nbsp;..&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;..&nbsp;&nbsp;..&nbsp;..&nbsp;&nbsp;..&nbsp;&nbsp;&nbsp;&nbsp;..&nbsp;&nbsp;..&nbsp;&nbsp;&nbsp;..&nbsp;&nbsp;}}.}&nbsp;;&nbsp;&nbsp;....&nbsp;...&nbsp;&nbsp;&nbsp;&nbsp;....&nbsp;&nbsp;..&nbsp;&nbsp;..&nbsp;....&nbsp;&nbsp;...&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;....&nbsp;&nbsp;&nbsp;..&nbsp;..&nbsp;&nbsp;&nbsp;....&nbsp;...&nbsp;....&nbsp;.}}&nbsp;}&nbsp;}&nbsp;......&nbsp;...&nbsp;..&nbsp;&nbsp;....&nbsp;&nbsp;&nbsp;&nbsp;....&nbsp;.&nbsp;&nbsp;....&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;....&nbsp;..&nbsp;&nbsp;...&nbsp;&nbsp;&nbsp;..&nbsp;&nbsp;&nbsp;....&nbsp;&nbsp;..;}.}&nbsp;}&nbsp;}.....&nbsp;&nbsp;&nbsp;&nbsp;...&nbsp;&nbsp;&nbsp;&nbsp;..&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;...&nbsp;..&nbsp;...&gt;&nbsp;&nbsp;&nbsp;&nbsp;....&nbsp;...&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;.....&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;.......}.}.}.}.}...&nbsp;&nbsp;&nbsp;&nbsp;..&nbsp;....&nbsp;...&nbsp;&nbsp;&nbsp;...&nbsp;&nbsp;&nbsp;..&nbsp;...&nbsp;&nbsp;&nbsp;&nbsp;....&nbsp;&nbsp;&nbsp;....&nbsp;&nbsp;...&nbsp;...&nbsp;&nbsp;&nbsp;.........}.}.}.}...&nbsp;&nbsp;&nbsp;&nbsp;...&nbsp;&nbsp;&nbsp;.....&nbsp;&nbsp;&nbsp;.....&nbsp;&nbsp;&nbsp;...&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;....&nbsp;...&nbsp;....&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;......&nbsp;&nbsp;......}.}.}}..&nbsp;&nbsp;&nbsp;....&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;........&nbsp;&nbsp;...&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;..&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;.....&nbsp;&nbsp;&nbsp;&nbsp;.....&nbsp;&nbsp;&nbsp;&nbsp;...&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;...&nbsp;&nbsp;}.};}.&nbsp;&nbsp;&nbsp;......&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;....&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;.......&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;}}}}&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; The river contains six random ;, and scattered throughout the level are three nightgaunts, five byakhee, five gugs, a shoggoth, 12 random B, three random Z, a random W, a random V, two random P, two random scrolls, a random spellbook, a random wand, two random weapons, two random tools, three random pieces of armor, four random gems, three spiked pits, four magic traps, three anti-magic traps, three pits, and three squeaky boards. The entire level is considered a morgue, and is unlit. Version 2 &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;}}}}&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;...&nbsp;&nbsp;&nbsp;&nbsp;.....&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;...&nbsp;&nbsp;&nbsp;&nbsp;}}..}}&nbsp;&nbsp;....&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;.....&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;.....&nbsp;&nbsp;&nbsp;...&nbsp;&nbsp;&nbsp;.&lt;.&nbsp;&nbsp;....&nbsp;&nbsp;..&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;...&nbsp;...&nbsp;....}.;..}.}&nbsp;&nbsp;&nbsp;...&nbsp;&nbsp;&nbsp;&nbsp;..........&nbsp;&nbsp;&nbsp;...&nbsp;&nbsp;&nbsp;.....&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;.&nbsp;&nbsp;...&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;...&nbsp;&nbsp;..&nbsp;...&nbsp;&nbsp;&nbsp;&nbsp;..}.}....}.}&nbsp;&nbsp;&nbsp;&nbsp;.&nbsp;.......&nbsp;&nbsp;&nbsp;&nbsp;.......&nbsp;&nbsp;&nbsp;&nbsp;..&nbsp;&nbsp;..&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;....&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;.....&nbsp;&nbsp;&nbsp;....&nbsp;.}.}.....}..}&nbsp;&nbsp;&nbsp;....&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;...&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;.......&nbsp;&nbsp;..&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;...&nbsp;&nbsp;&nbsp;....&nbsp;..&nbsp;..&nbsp;&nbsp;&nbsp;&nbsp;..&nbsp;&nbsp;}..}....}...}.&nbsp;...&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;......&nbsp;....&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;....&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;..&nbsp;.....&nbsp;....&nbsp;&nbsp;&nbsp;..&nbsp;&nbsp;..&nbsp;&nbsp;}....}..}...}.....&nbsp;&nbsp;&nbsp;&nbsp;.....&nbsp;&nbsp;...&nbsp;&nbsp;&nbsp;...&nbsp;&nbsp;&nbsp;.&nbsp;...&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;..&nbsp;&nbsp;&nbsp;&nbsp;..&nbsp;&nbsp;&nbsp;..&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;....&nbsp;&nbsp;}.}..}.}..}.};.&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;....&nbsp;&nbsp;........&nbsp;&nbsp;....&nbsp;.&nbsp;&nbsp;&nbsp;..&nbsp;&nbsp;&nbsp;&nbsp;..&nbsp;&nbsp;&nbsp;&nbsp;....&nbsp;&nbsp;&nbsp;...&nbsp;&nbsp;..&nbsp;...&nbsp;.}....}}}.;}}}...&nbsp;&nbsp;...&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;....&gt;......&nbsp;&nbsp;...&nbsp;&nbsp;&nbsp;&nbsp;.&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;..&nbsp;&nbsp;&nbsp;..&nbsp;..&nbsp;&nbsp;&nbsp;&nbsp;....&nbsp;&nbsp;&nbsp;....}...}.}}}}}.}}&nbsp;...&nbsp;&nbsp;....&nbsp;........&nbsp;&nbsp;..&nbsp;&nbsp;&nbsp;..&nbsp;&nbsp;&nbsp;&nbsp;.&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;...&nbsp;..&nbsp;&nbsp;&nbsp;...&nbsp;&nbsp;..&nbsp;...&nbsp;&nbsp;&nbsp;...}.}...}}}...}&nbsp;&nbsp;..&nbsp;&nbsp;&nbsp;&nbsp;....&nbsp;&nbsp;...&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;..&nbsp;...&nbsp;&nbsp;&nbsp;&nbsp;..&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;...&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;....&nbsp;&nbsp;&nbsp;&nbsp;...&nbsp;&nbsp;..}..}...}}}...}&nbsp;&nbsp;&nbsp;...&nbsp;&nbsp;&nbsp;..&nbsp;&nbsp;&nbsp;&nbsp;...&nbsp;&nbsp;&nbsp;&nbsp;....&nbsp;&nbsp;&nbsp;&nbsp;...&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;.....&nbsp;&nbsp;&nbsp;&nbsp;..&nbsp;&nbsp;...&nbsp;&nbsp;&nbsp;&nbsp;....&nbsp;&nbsp;}}...}}};..}..&nbsp;&nbsp;&nbsp;&nbsp;..&nbsp;&nbsp;&nbsp;..&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;..&nbsp;&nbsp;..&nbsp;&nbsp;..&nbsp;&nbsp;&nbsp;..&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;...&nbsp;...&nbsp;&nbsp;&nbsp;&nbsp;..&nbsp;&nbsp;..&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;..&nbsp;&nbsp;&nbsp;.}....}}}...}..&nbsp;&nbsp;&nbsp;...&nbsp;&nbsp;&nbsp;....&nbsp;...&nbsp;...&nbsp;..&nbsp;&nbsp;&nbsp;&nbsp;.&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;...&nbsp;&nbsp;&nbsp;&nbsp;...&nbsp;&nbsp;&nbsp;....&nbsp;&nbsp;...&nbsp;&nbsp;......;....}}}.}.&nbsp;..&nbsp;..&nbsp;...&nbsp;&nbsp;&nbsp;....&nbsp;...&nbsp;...&nbsp;&nbsp;&nbsp;...&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;...&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;...&nbsp;...&nbsp;..&nbsp;&nbsp;&nbsp;.....&nbsp;&nbsp;...}....}}}.&nbsp;&nbsp;&nbsp;...&nbsp;&nbsp;&nbsp;.....&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;..&nbsp;&nbsp;&nbsp;&nbsp;....&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;...&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;....&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;..&nbsp;&nbsp;...&nbsp;&nbsp;&nbsp;&nbsp;...}..}}}.&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;.&nbsp;&nbsp;&nbsp;&nbsp;.&nbsp;&nbsp;&nbsp;.....&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;....&nbsp;..&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;....&nbsp;&nbsp;....&nbsp;&nbsp;...&nbsp;&nbsp;....&nbsp;&nbsp;&nbsp;&nbsp;...&nbsp;&nbsp;&nbsp;}..;}}...&nbsp;....&nbsp;...&nbsp;..&nbsp;&nbsp;&nbsp;........&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;...&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;...&nbsp;....&nbsp;&nbsp;....&nbsp;.....&nbsp;&nbsp;&nbsp;&nbsp;....&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;}}}.}&nbsp;&nbsp;...&nbsp;....&nbsp;...&nbsp;&nbsp;&nbsp;&nbsp;.&nbsp;&nbsp;&nbsp;......&nbsp;&nbsp;&nbsp;&nbsp;...&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;}}}} The river contains six random ;, and scattered throughout the level are three nightgaunts, five byakhee, five gugs, a shoggoth, 12 random B, three random Z, a random W, a random V, two random P, two random scrolls, a random spellbook, a random wand, two random weapons, two random tools, three random pieces of armor, four random gems, three spiked pits, four magic traps, three anti-magic traps, three pits, and three squeaky boards. The entire level is considered a morgue, and is unlit. Level 2 This level contains the entrance to the Wizard's Tower. &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;}}}}&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;..&nbsp;&nbsp;..&nbsp;&nbsp;&nbsp;.&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;..&nbsp;....&nbsp;&nbsp;....&nbsp;....}}}}.....&nbsp;&nbsp;...&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;.......&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;....&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;..&nbsp;.&nbsp;&nbsp;&nbsp;...&nbsp;&nbsp;&nbsp;.&nbsp;&nbsp;.........&nbsp;...&nbsp;.}};}.}&nbsp;&nbsp;.....&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;....&nbsp;&nbsp;..&nbsp;..&nbsp;&nbsp;&nbsp;.&nbsp;&nbsp;&nbsp;.&nbsp;&nbsp;&nbsp;.&nbsp;&nbsp;&nbsp;&nbsp;....&nbsp;..&nbsp;&nbsp;.&nbsp;.&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;....&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;}.}}}}.}&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;..&nbsp;&nbsp;..&nbsp;&nbsp;&nbsp;&nbsp;......&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;..&nbsp;&nbsp;...&nbsp;&nbsp;...&nbsp;&nbsp;&nbsp;&nbsp;...&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;...&nbsp;}.}}}.&nbsp;}&nbsp;&nbsp;....&nbsp;&nbsp;...&nbsp;&nbsp;&nbsp;&nbsp;...&nbsp;...&nbsp;&nbsp;&nbsp;...&nbsp;&nbsp;..&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;.&nbsp;&nbsp;&nbsp;&nbsp;....&nbsp;&nbsp;.&nbsp;&nbsp;...&nbsp;&nbsp;&nbsp;&nbsp;.........}.}&nbsp;}.}}}&nbsp;........&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;...&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;...&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;..&nbsp;&nbsp;...&nbsp;&nbsp;....&nbsp;&nbsp;&nbsp;.&nbsp;&nbsp;&nbsp;....&nbsp;.....}&nbsp;}.}&nbsp;}...}...&nbsp;...&nbsp;&nbsp;...&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;..&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;...&nbsp;.&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;......&nbsp;&nbsp;..&nbsp;&nbsp;.........&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;...&nbsp;}&nbsp;}.}.....;.&nbsp;&nbsp;&nbsp;.....&nbsp;..&nbsp;&nbsp;&nbsp;....&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;..&nbsp;&nbsp;&nbsp;...&nbsp;&nbsp;&nbsp;...&nbsp;....&nbsp;&nbsp;&nbsp;&nbsp;........&nbsp;...&nbsp;&nbsp;.....}};...&nbsp;&nbsp;}..&nbsp;&nbsp;&nbsp;..&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;......&nbsp;..&nbsp;&nbsp;...&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;.&nbsp;&nbsp;&nbsp;&nbsp;..&nbsp;&nbsp;&nbsp;&nbsp;...&nbsp;&nbsp;.....&nbsp;&nbsp;&nbsp;...&nbsp;.......}.}&nbsp;}.&nbsp;&nbsp;}.}&nbsp;......&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;...&nbsp;&nbsp;&nbsp;....&nbsp;&nbsp;...&nbsp;&nbsp;..&nbsp;&nbsp;&nbsp;&nbsp;..&nbsp;&nbsp;.&nbsp;&nbsp;....&nbsp;...&nbsp;&nbsp;&nbsp;.&nbsp;&nbsp;&nbsp;&nbsp;..&nbsp;.&nbsp;}&nbsp;}.}.}&nbsp;}.}&nbsp;&nbsp;...&nbsp;&nbsp;...&nbsp;&nbsp;&nbsp;&nbsp;..&nbsp;&nbsp;&nbsp;&nbsp;.....&nbsp;&nbsp;&nbsp;&nbsp;...&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;...&nbsp;&nbsp;&nbsp;&nbsp;..&nbsp;&nbsp;..&nbsp;&nbsp;..&nbsp;&nbsp;}}&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;..}...}.}.}&nbsp;}.....&nbsp;&nbsp;&nbsp;...&nbsp;..&nbsp;&nbsp;&nbsp;&nbsp;.&nbsp;&nbsp;&nbsp;...&nbsp;...&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;....&nbsp;&nbsp;&nbsp;..&nbsp;&nbsp;&nbsp;....&nbsp;&nbsp;.};}}}&nbsp;&nbsp;&nbsp;&nbsp;;....&nbsp;}.;...}&nbsp;&nbsp;...&nbsp;&nbsp;&nbsp;.....&nbsp;&nbsp;&nbsp;..&nbsp;&nbsp;..&nbsp;...&nbsp;.&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;....&nbsp;..&nbsp;&nbsp;.&nbsp;&nbsp;&nbsp;...&nbsp;&nbsp;&nbsp;.}}---}}&nbsp;&nbsp;}&nbsp;}..&nbsp;}.}...}.&nbsp;&nbsp;&nbsp;...&nbsp;&nbsp;..&nbsp;&nbsp;..&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;...&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;..&nbsp;&nbsp;&nbsp;&nbsp;....&nbsp;&nbsp;..&nbsp;......&nbsp;&nbsp;&nbsp;.}}}|d|}}}}&nbsp;}&nbsp;}&nbsp;}.}&nbsp;}.}.&nbsp;&nbsp;&nbsp;.......&nbsp;&nbsp;&nbsp;&nbsp;..&nbsp;&nbsp;&nbsp;......&nbsp;&nbsp;&nbsp;&nbsp;.&nbsp;&nbsp;&nbsp;&nbsp;...&nbsp;&nbsp;&nbsp;&nbsp;...&nbsp;...&nbsp;&nbsp;&nbsp;.&nbsp;}---.---;}&nbsp;&nbsp;&nbsp;&nbsp;}.}&nbsp;}.}&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;......&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;.....&nbsp;&nbsp;&nbsp;&nbsp;..&nbsp;&nbsp;..&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;......&nbsp;&nbsp;&nbsp;&nbsp;..&nbsp;&nbsp;&nbsp;&nbsp;.}|'.^.Z|#^.&nbsp;&nbsp;&nbsp;&nbsp;}}..}}&nbsp;&nbsp;Z.Z&nbsp;&nbsp;..&nbsp;&nbsp;..&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;...&nbsp;&nbsp;..&nbsp;&nbsp;....&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;.&lt;.&nbsp;&nbsp;&nbsp;.......&nbsp;&nbsp;..&nbsp;}---.---}}.^&nbsp;...}};}&nbsp;&nbsp;..Z..^.&nbsp;&nbsp;&nbsp;&nbsp;...&nbsp;&nbsp;..&nbsp;&nbsp;&nbsp;.&gt;....&nbsp;&nbsp;..&nbsp;.&nbsp;&nbsp;&nbsp;&nbsp;.&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;...&nbsp;&nbsp;&nbsp;..&nbsp;}|XSP|};}&nbsp;....&nbsp;}}}}&nbsp;&nbsp;&nbsp;&nbsp;Z.Z.&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;....&nbsp;&nbsp;&nbsp;.....&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;...&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;}-----}}&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;}}}}&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; The X indicates the portal leading to the Wizard's tower. The fake tower also contains a magic trap, an iron golem, a hell hound, a green slime, and a skeleton. The five Z in the lower middle area are all gugs—one has a wand of death, one has a scroll of demonology, and one has a scroll of create monster. The marked traps outside the tower are two squeaky boards and a magic trap. The river contains a kraken and eight random ;, and scattered throughout the level are three nightgaunts, five byakhee, five gugs, two shoggoths, 13 random B, three random Z, a random W, a random V, two random P, two random scrolls, a random spellbook, a random wand, two random weapons, two random tools, three random pieces of armor, four random gems, three spiked pits, four magic traps, three anti-magic traps, three pits, and three squeaky boards. The entire level is considered a morgue, and is unlit. Level 3 &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;}}}}&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;...&nbsp;&nbsp;&nbsp;...&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;...&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;}}}}&nbsp;&nbsp;&nbsp;....&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;.&nbsp;&nbsp;&nbsp;&nbsp;.&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;.....&nbsp;....&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;...&nbsp;&nbsp;.......&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;...&nbsp;...&nbsp;&nbsp;...};}}&nbsp;&nbsp;&nbsp;.......&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;.&nbsp;&nbsp;&nbsp;...&nbsp;&nbsp;&nbsp;&nbsp;..&nbsp;&nbsp;&nbsp;...&lt;...&nbsp;&nbsp;&nbsp;&nbsp;.&nbsp;..&nbsp;&nbsp;...&nbsp;&nbsp;..&nbsp;&nbsp;&nbsp;&nbsp;...&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;..F..}}}}}}&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;..&nbsp;&nbsp;&nbsp;&nbsp;..&nbsp;&nbsp;&nbsp;&nbsp;......&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;...&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;....&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;...&nbsp;&nbsp;.&nbsp;&nbsp;&nbsp;&nbsp;....&nbsp;..}}}}}}}}}&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;......&nbsp;&nbsp;&nbsp;&nbsp;....&nbsp;&nbsp;...&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;.&nbsp;..&nbsp;&nbsp;&nbsp;..&nbsp;....&nbsp;&nbsp;...&nbsp;&nbsp;&nbsp;&nbsp;}}}}}}}}}}}}..&nbsp;&nbsp;&nbsp;&nbsp;..&nbsp;..&nbsp;&nbsp;&nbsp;...&nbsp;&nbsp;&nbsp;&nbsp;..&nbsp;...&nbsp;&nbsp;&nbsp;..&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;.&nbsp;&nbsp;..&nbsp;..&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;....&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;}}}}}}}}}}}}}F..&nbsp;..&nbsp;&nbsp;...&nbsp;..&nbsp;......&nbsp;&nbsp;&nbsp;&nbsp;..&nbsp;..&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;..&nbsp;&nbsp;&nbsp;...&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;..&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;}}}}}}}.}}}}}}}}...&nbsp;&nbsp;&nbsp;.....&nbsp;&nbsp;&nbsp;..&nbsp;&nbsp;.&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;....&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;...&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;..&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;..&nbsp;&nbsp;.}}}}}}}};.--}}}}}&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;....&nbsp;&nbsp;&nbsp;..&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;..&nbsp;...&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;..&nbsp;..&nbsp;&nbsp;.....&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;....F..}}}}}}DDED..}};}}}}.&nbsp;&nbsp;&nbsp;&nbsp;....&nbsp;&nbsp;&nbsp;...&nbsp;&nbsp;&nbsp;&nbsp;...&nbsp;&nbsp;&nbsp;&nbsp;..&nbsp;&nbsp;&nbsp;&nbsp;..&nbsp;&nbsp;&nbsp;....&nbsp;&nbsp;&nbsp;..&nbsp;&nbsp;&nbsp;&nbsp;..&nbsp;.&nbsp;&nbsp;}}}}}}}.DDD.|}}}}}}}...&nbsp;&nbsp;&nbsp;....&nbsp;&nbsp;&nbsp;&nbsp;....&nbsp;..&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;..&nbsp;&nbsp;&nbsp;&nbsp;..&nbsp;&nbsp;&nbsp;..&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;..&nbsp;&nbsp;..&nbsp;...&nbsp;&nbsp;}}}}}}}--D..}}}}}}F.&nbsp;..&nbsp;&nbsp;....&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;...&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;..&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;..&nbsp;..&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;....&nbsp;&nbsp;&nbsp;&nbsp;.&nbsp;&nbsp;&nbsp;&nbsp;}};}}}...};}}}}}.&nbsp;&nbsp;&nbsp;..&nbsp;....&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;..&nbsp;...&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;..&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;......&nbsp;&nbsp;&nbsp;&nbsp;...&nbsp;..&nbsp;&nbsp;&nbsp;&nbsp;...&nbsp;&nbsp;&nbsp;}}}}}}.}}}}}}}&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;.....&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;...&nbsp;&nbsp;&nbsp;&nbsp;..&nbsp;&nbsp;&nbsp;&nbsp;..&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;H&nbsp;..&nbsp;..&nbsp;&nbsp;..&nbsp;&nbsp;&nbsp;..&nbsp;&nbsp;&nbsp;..&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;}}}}}}}}}}}.&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;....&nbsp;&nbsp;&nbsp;&nbsp;..&nbsp;...&nbsp;&nbsp;&nbsp;......&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;..&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;....&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;..&nbsp;..&nbsp;&nbsp;&nbsp;....&nbsp;&nbsp;}}}}}}}}F...&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;....&nbsp;&nbsp;...&nbsp;&nbsp;&nbsp;&nbsp;.....&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;....&nbsp;&nbsp;&nbsp;&nbsp;..&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;....&nbsp;&nbsp;..&nbsp;&nbsp;..&nbsp;.}}}}}}.&nbsp;...&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;......&nbsp;.&nbsp;&nbsp;&nbsp;&nbsp;...&nbsp;&nbsp;&nbsp;......&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;..&gt;...&nbsp;&nbsp;&nbsp;&nbsp;....&nbsp;&nbsp;..&nbsp;&nbsp;..&nbsp;..&nbsp;&nbsp;&nbsp;.F..}}};}.&nbsp;&nbsp;...&nbsp;&nbsp;...&nbsp;&nbsp;&nbsp;&nbsp;...&nbsp;&nbsp;...&nbsp;..&nbsp;&nbsp;&nbsp;&nbsp;......&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;....&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;....&nbsp;&nbsp;&nbsp;&nbsp;.....&nbsp;&nbsp;&nbsp;&nbsp;..}}}}.&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;....&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;....&nbsp;&nbsp;&nbsp;&nbsp;..&nbsp;&nbsp;&nbsp;&nbsp;....&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;}}}}&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; The island at the center of the level contains three black dragons, four baby black dragons, a squeaky board, and three piles of gold; the dragons are all asleep and hostile. The river is inhabited by six random ;, and its banks are inhabited by six shriekers. Scattered throughout the level are three nightgaunts, five byakhee, five gugs, three shoggoth, eight random B, three random Z, a random W, a random V, two random P, two random scrolls, a random spellbook, a random wand, two random weapons, two random tools, three random pieces of armor, four random gems, three spiked pits, four magic traps, three anti-magic traps, three pits, and three squeaky boards. The entire level is considered a morgue, and is unlit. The vibrating square &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;}}}}&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;....&nbsp;&nbsp;&nbsp;...&nbsp;&nbsp;&nbsp;&lt;.......&nbsp;....&nbsp;&nbsp;&nbsp;&nbsp;}}}&nbsp;}}&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;.&nbsp;.....&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;.......&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;..&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;.&nbsp;&nbsp;......&nbsp;&nbsp;...&nbsp;..&nbsp;&nbsp;&nbsp;}};}}&nbsp;}}&nbsp;&nbsp;&nbsp;&nbsp;.&nbsp;........&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;....&nbsp;&nbsp;&nbsp;&nbsp;..&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;......&nbsp;&nbsp;....&nbsp;..&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;...}}&nbsp;}..}.}}.&nbsp;.&nbsp;&nbsp;&nbsp;....&nbsp;&nbsp;...&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;...&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;....&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;}&nbsp;&nbsp;....&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;......&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;.}.}}.}}.}}.}.&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;......}...&nbsp;&nbsp;.&nbsp;&nbsp;.....&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;..}}..&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;......}.}..}..}.&nbsp;}.}.&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;.......}}...&nbsp;&nbsp;...&nbsp;&nbsp;...&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;..&nbsp;&nbsp;.}}}....&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;..&nbsp;&nbsp;.}}..}&nbsp;}.}}.}&nbsp;&nbsp;}&nbsp;}...&nbsp;&nbsp;.......}}}&nbsp;&nbsp;..}&nbsp;&nbsp;&nbsp;......&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;...&nbsp;&nbsp;&nbsp;&nbsp;.}}}}}...&nbsp;..;}}}...}..}.}}..};}&nbsp;&nbsp;}}.....}}}}}&nbsp;..}}}}&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;.&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;...&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;..}}}}}}.&nbsp;&nbsp;&nbsp;&nbsp;}}..}..;}.}.&nbsp;}.&nbsp;&nbsp;&nbsp;}}}}}&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;..}}&nbsp;&nbsp;&nbsp;....&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;..&nbsp;..&nbsp;&nbsp;..}}}.&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;...}}&nbsp;&nbsp;.}&nbsp;&nbsp;&nbsp;}}...&nbsp;&nbsp;}.&nbsp;.&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;}}.&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;...}.....&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;..&nbsp;&nbsp;&nbsp;...}}.&nbsp;&nbsp;&nbsp;.}}..}}}&nbsp;&nbsp;&nbsp;.}&nbsp;&nbsp;&nbsp;&nbsp;}}&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;.}}}...&nbsp;...}...&nbsp;&nbsp;&nbsp;&nbsp;..&nbsp;&nbsp;....&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;...&nbsp;&nbsp;&nbsp;..}..&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;..}}.&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;}.&nbsp;&nbsp;&nbsp;}}}}&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;.}.}&nbsp;...&nbsp;.}&nbsp;.}&nbsp;&nbsp;&nbsp;....&nbsp;&nbsp;......&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;..&nbsp;&nbsp;&nbsp;&nbsp;...&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;..}..&nbsp;.&nbsp;&nbsp;&nbsp;}&nbsp;}.&nbsp;};}}}}&nbsp;&nbsp;&nbsp;..}..&nbsp;&nbsp;&nbsp;.&nbsp;&nbsp;&nbsp;}}.&nbsp;&nbsp;.....&nbsp;&nbsp;&nbsp;&nbsp;......&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;.&nbsp;&nbsp;...&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;..}..&nbsp;&nbsp;&nbsp;.&nbsp;&nbsp;&nbsp;&nbsp;}.&nbsp;}}}}}}&nbsp;&nbsp;&nbsp;.}.}&nbsp;&nbsp;&nbsp;....&nbsp;&nbsp;.}&nbsp;&nbsp;&nbsp;..&nbsp;&nbsp;&nbsp;&nbsp;..&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;.&nbsp;....&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;....&nbsp;&nbsp;&nbsp;...&nbsp;&nbsp;}.&nbsp;.;}}}}}&nbsp;&nbsp;&nbsp;.&nbsp;.}&nbsp;&nbsp;....&nbsp;&nbsp;&nbsp;&nbsp;.}&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;.....&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;..&nbsp;&nbsp;..&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;..&nbsp;&nbsp;&nbsp;.....&nbsp;.&nbsp;&nbsp;&nbsp;&nbsp;}}}}.&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;..&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;.&nbsp;&nbsp;&nbsp;.....}}......&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;...&nbsp;&nbsp;&nbsp;..&nbsp;..&nbsp;..&nbsp;&nbsp;&nbsp;.....&nbsp;&nbsp;.&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;.....&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;.&nbsp;&nbsp;&nbsp;&nbsp;....&nbsp;&nbsp;.........}}}}......&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;.....&nbsp;&nbsp;&nbsp;......&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;....&nbsp;....&nbsp;.....&nbsp;...&nbsp;&nbsp;....&nbsp;.......&nbsp;&nbsp;&nbsp;&nbsp;....}}}......&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;....&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;...&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;...&nbsp;&nbsp;......&nbsp;&nbsp;&nbsp;&nbsp;....&nbsp;&nbsp;&nbsp;......&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;.......&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; The vibrating square is located somewhere on this level, with the standard rules for placing it. The river contains six random ;, and scattered throughout the level are three nightgaunts, five byakhee, seven gugs, three shoggoth, a giant shoggoth, nine random B, five random Z, a random W, a random V, two random P, two random scrolls, a random spellbook, a random wand, two random weapons, two random tools, three random pieces of armor, four random gems, three spiked pits, four magic traps, three anti-magic traps, three pits, and three squeaky boards. The entire level is considered a morgue, and is unlit. Cthulhu's Sanctum Cthulhu's Sanctum replaces Moloch's Sanctum in the Lethe patch, and Cthulhu himself takes the place of the high priest of Moloch. &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;.........&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;}}...&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;-----&nbsp;&nbsp;}}}}}}}}}---------}}&nbsp;&nbsp;&nbsp;.......&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;......@....^^^.&nbsp;&nbsp;&nbsp;&nbsp;(..;}}^.&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;|...|..B}};}}}..|.h(h(h.|.}&nbsp;&nbsp;(._P;}..^###S.._.......(^^^..&nbsp;&nbsp;&nbsp;._.}}P&nbsp;&nbsp;.&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;|.(L+.^.}}}}}.^.+.......+.}&nbsp;&nbsp;&nbsp;.......&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;.....@.....&nbsp;&nbsp;&nbsp;...&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;.&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;|...|..}}}}}}}..|.h(h(h.|.}&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;.......&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;...&nbsp;&nbsp;-----&nbsp;.&nbsp;&nbsp;-----&nbsp;-----}}};}}}}}..---------}}&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;........&nbsp;&nbsp;&nbsp;++&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;..&nbsp;&nbsp;|...|-S--|@.@|&nbsp;&nbsp;&nbsp;&nbsp;|}}}}}}}}}}..}}}}};}}}}}&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;...&nbsp;..&nbsp;..B.^^^&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;P.P.P^&nbsp;..&nbsp;&nbsp;|@.@|@..@|...|&nbsp;&nbsp;&nbsp;&nbsp;|}}}}}}..............}}}&nbsp;&nbsp;&nbsp;&nbsp;..B...............&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;-S-++--|...|....|...|&nbsp;&nbsp;&nbsp;&nbsp;|};}}...........--------&nbsp;&nbsp;}}...&nbsp;.}}B&nbsp;...&nbsp;...&nbsp;.B..&nbsp;&nbsp;&nbsp;|&amp;....&amp;|-+----+---+------|}}}h.^..h...^..|}}....|&nbsp;&nbsp;}(._..}}}}...B...........&nbsp;|.;}}..+^...........h....|}..............+....&lt;.|&nbsp;&nbsp;}(._B.}};}.......B.......&nbsp;|..}}..+^...........h....|}..............+......|&nbsp;&nbsp;}}...&nbsp;.}}.&nbsp;...&nbsp;...&nbsp;....&nbsp;&nbsp;&nbsp;|.....&amp;|S--+----+--+-----|}}}h.^..^...^..|}}....|&nbsp;&nbsp;&nbsp;&nbsp;............B.....&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;-S-++---.|..@|@...|@.|&nbsp;&nbsp;&nbsp;|}}}}...........--------&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;...&nbsp;..&nbsp;....^^^&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;P.P.P^&nbsp;..&nbsp;&nbsp;&nbsp;.|@..|...@|.@|&nbsp;&nbsp;&nbsp;|};}}}}..h...........}}}&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;...B....&nbsp;&nbsp;&nbsp;++&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;..&nbsp;&nbsp;&nbsp;.|...|----|..|&nbsp;&nbsp;&nbsp;|}}}}}}}}}}..}}}}}}};}}}&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;.......&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;...&nbsp;&nbsp;&nbsp;.-----&nbsp;&nbsp;&nbsp;&nbsp;---------}}}};}}}}..---------}}&nbsp;&nbsp;&nbsp;.......&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;......@....&nbsp;&nbsp;&nbsp;...&nbsp;&nbsp;&nbsp;&nbsp;.&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;P..&nbsp;&nbsp;&nbsp;&nbsp;|...|..}}}}}}}..|.h(h(h.|.}&nbsp;&nbsp;(._V;}..^###S(._@.......^^^..&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;.^.&nbsp;&nbsp;..;_(&nbsp;&nbsp;&nbsp;|.(L+.^.}}}}}.^.+.......+.}&nbsp;&nbsp;&nbsp;.......&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;.....@.....^^^.&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;..&nbsp;P..&nbsp;&nbsp;&nbsp;&nbsp;|...|..B}}};}}..|.h(h(h.|.}&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;.........&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;-----&nbsp;&nbsp;}}}}}}}}}---------}} The right side of the level contains two master liches with wands of lightning, two nightgaunts, four deepest ones (two with random potions and two with random wands), twelve deeper ones, ten chests, and ten squeaky boards. There are two drawbridges on the river, which is inhabited by eight random ;. The hallway between the right side and the temple is guarded by two mind flayers, both armed with wands of striking, twelve priests of Moloch, and the chamber at the end of the hallway contains three mariliths and a kraken. The left side of the level is considered a temple of Moloch; Cthulhu is placed randomly at one of the altars and carries the Amulet of Yendor. The temple also contains five krakens, four priests of Moloch, a wererat, eight shoggoths, a werewolf, a star vampire, an iron golem, two green slimes, nine random B, eight chests, eleven fire traps, seven magic traps, four squeaky boards, and two teleport traps.
# File:White spellbook.png File File history File usageNo higher resolution available. White_spellbook.png ‎(16 × 16 pixels, file size: 222 bytes, MIME type: image/png) A 16x16 vanilla NetHack tile of the object 'white spellbook'. File history Click on a date/time to view the file as it appeared at that time. Date/TimeThumbnailDimensionsUserComment current12:18, 1 August 200616 × 16 (222 bytes)BotFenix (talk | contribs)A 16x16 vanilla NetHack tile of the object 'white spellbook'. Category:16x16 tiles You cannot overwrite this file. File usage The following 13 pages uses this file: List of vanilla NetHack tiles NetHack 3.2.0 NetHack 3.2.1 NetHack 3.2.2 NetHack 3.2.3 NetHack 3.3.0 NetHack 3.3.1 NetHack 3.4.0 NetHack 3.4.1 NetHack 3.4.2 NetHack 3.4.3 NetHack 3.6.0 NetHack 3.7.0
# User talk:82.66.91.156 Hi! Welcome, and thanks for contributing to NetHackWiki! Could you please create an account? It helps us keep spam down, because we don't have to check the edits of known-good users. It also provides more privacy for you. Our style guide and How to help pages are good starting points. —ZeroOne (talk&nbsp;/&nbsp;@) 01:23, 24 December 2008 (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]
# Riders The Riders collective refers to members of the Four Horsemen of the Apocalypse—Death, Famine, and Pestilence (all &amp;)—that appear in NetHack, and are among the last bosses that a player will encounter. The name itself has existed well before riding was implemented in the game. A user has suggested improving this page or section as follows: "Add info for EvilHack and other variants." Contents 1 Generation 2 Common traits 2.1 Resistances 2.2 Corpses and revival 2.3 Teleportation 2.4 Touch attacks and stunning 3 The Four Horsemen 4 Strategy 4.1 Getting rid of Riders permanently 5 History 5.1 Related patches 6 Origin 6.1 The White Horseman 7 Encyclopedia entry 8 References Generation All three Riders will always generate on the Astral Plane. Pestilence in particular is always generated with a small stack of potions of sickness. Common traits The Riders are some of the most physically damaging enemies in the game, in addition to the special effects each Rider's touch attacks possess, so beware facing them in melee with poor AC. Fortunately, Riders receive only a 10d8 roll for maximum HP, rather than the normal (monlvl)d8.[1] However, note that their HP maximum is preserved upon reviving. All three Riders can fly, are humanoid, can regenerate themselves, can see invisible creatures, have teleport control, and have a low natural armor class of -5. None of the Riders respect Elbereth, and they also ignore the sanctuary effect given to you by a coaligned priest in their temple. In addition, all Riders can displace other monsters out of their way.[2] Resistances The Riders cannot be stoned and have all elemental resistances and full monster MR. The Riders are not disintegration-resistant, per se, in the way that black dragons are; however, attempting to disintegrate one of them will cause it to re-integrate instantly. Corpses and revival Riders come back to life after being killed: after 12 turns, a Rider corpse has a 1⁄3 chance of revival on each turn.[3] Their corpses cannot be polymorphed, and they will instantly revive if you try to pick them up, tin them, push a boulder on their square, etc. Eating a Rider's corpse kills you instantly; digesting monsters that try to eat a Rider will also instantly die and leave the Rider unharmed, and mind flayers that try to eat a Rider's brain die instantly as well.[4] If you survive with an amulet of life saving, the corpse revives immediately anyway (and your wisdom is abused for good measure).[5] If the corpse can't revive, finishing the meal conveys teleport control. Teleportation Teleportation has a special effect on Riders: if they are zapped with a wand of teleportation, there is a 12⁄13 chance of them being teleported to a square adjacent to you. This makes teleporting them or their corpses a very Bad Idea—remember that in the latter case, they will be immediately revived.[6][7] Touch attacks and stunning Each Rider can make two special touch attacks per turn. These are some of the deadliest attacks in NetHack. If they would hit you with both attacks in the same turn, the game converts the second attack into a stunning touch; this has led to misconceptions that the Riders' main attacks specifically cause stunning. The stun effect also prevents you from fighting back effectively, so you'll probably have to use a unicorn horn to clear the status effect and hope you don't get hit with it again on the Rider's next attack. The special touch attacks do nothing against other monsters, however, as there is no case to handle these attack types in this situation—a second successful hit damages and stuns monsters as they would you.[8][9] The following information pertains to an upcoming version (3.7.0). If this version is now released, please verify that it is still accurate, then update the page to incorporate this information. Per this commit to fix issue #594, the Riders' touch attacks can now damage other monsters, depending on various factors: Famine's touch attack will not do any damage to inediate monsters. Pestilence's attack inflicts disease damage, which fungi and ghouls are unaffected by. Death's touch does reduced damage to an undead monster. The Four Horsemen DeathFaminePestilenceWar &amp; Death Difficulty 34 Attacks Deadly touch 8d8, Deadly touch 8d8 &amp; Death Difficulty 34 Attacks Deadly touch 8d8, Deadly touch 8d8 Base level 30 Base experience 1431 Speed 12 Base AC −5 Base MR 100 Alignment 0 (neutral) Frequency (by normal means) Unique Genocidable No Weight 1450 Nutritional value 1 Size Medium Resistances fire, cold, sleep, shock, poison, petrification, drain Resistances conveyed teleport control (but eating the corpse is an instadeath) Death: can fly. has a head, a couple of arms, and a torso. regenerates HP quickly. can see invisible creatures. has teleport control. does not eat. (*) is not a valid polymorphable form. is normally generated hostile. can follow you to other levels. is nasty. is strong. has infravision. can be seen through infravision. can displace other monsters. Reference monst.c#line2743 Death has a "deadly touch" melee attack, similar but unrelated to the touch of death monster spell; it reduces your maximum HP and can cause instadeath. If you are undead, and Death attacks you, you see the message "Was that the touch of death?" and the attack does ordinary physical damage only. Otherwise, one of the following effects occurs: Probability Message Effect 15% As below if magic resistant; otherwise, no special message. If you have magic resistance, this effect is the same as the one below. Otherwise, you die. 60% "You feel your life force draining away..." Does physical damage and reduces maximum hit points. 25% "Lucky for you, it didn't work!" Does no damage and has no other effect. The maximum HP reduction scales with the proportion of your max HP to your experience level. If your max HP is at least 25 times your level or you are polymorphed, all the damage is applied to your max HP. Below that threshold, the reduction scales down; with less than five times your level in max HP, you lose between zero and half the damage in max HP. Your max HP will never be reduced below your level. Zapping a wand of death or casting the finger of death spell at Death heals them. However, they are still damaged by the "death field" produced when breaking a wand of death. Since NetHack 3.6.0, as a tribute to Terry Pratchett, Death speaks in ALL CAPS and without quotation marks, as they do in the Discworld series of novels. Additionally, you will get YAFM if you chat to them while carrying a Terry Pratchett novel. 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. Death's deadly touch replaces the 15% chance of instadeath with an effect that does 8d6+50 damage and reduces your maximum HP by half of the damage dealt; this also applies to the touch of death monster spell. However, if the resulting damage would reduce your maximum (and thus current) HP to zero, you die immediately (with no maximum HP reduction); this is an important distinction for certain cases such as polyself. &amp; Famine Difficulty 34 Attacks Touch 8d8 plus hunger, Touch 8d8 plus hunger &amp; Famine Difficulty 34 Attacks Touch 8d8 plus hunger, Touch 8d8 plus hunger Base level 30 Base experience 1431 Speed 12 Base AC −5 Base MR 100 Alignment 0 (neutral) Frequency (by normal means) Unique Genocidable No Weight 1450 Nutritional value 1 Size Medium Resistances fire, cold, sleep, shock, poison, petrification Resistances conveyed eating the corpse is an instadeath Famine: can fly. has a head, a couple of arms, and a torso. regenerates HP quickly. can see invisible creatures. has teleport control. does not eat. (*) is not a valid polymorphable form. is normally generated hostile. can follow you to other levels. is nasty. is strong. has infravision. can be seen through infravision. can displace other monsters. Reference monst.c#line2761 Famine has a hunger-inducing melee attack that drains 40–80 nutrition points per hit unless you are already fainting from hunger. Due to this, it is common to carry and/or polypile for food that can be eaten quickly (e.g. lembas wafers and K-rations) in order to restore nutrition and avoid fainting, which is highly likely to be fatal at this juncture. &amp; Pestilence Difficulty 34 Attacks Touch 8d8 plus disease, Touch 8d8 plus disease &amp; Pestilence Difficulty 34 Attacks Touch 8d8 plus disease, Touch 8d8 plus disease Base level 30 Base experience 1431 Speed 12 Base AC −5 Base MR 100 Alignment 0 (neutral) Frequency (by normal means) Unique Genocidable No Weight 1450 Nutritional value 1 Size Medium Resistances fire, cold, sleep, shock, poison, petrification Resistances conveyed teleport control (but eating the corpse is an instadeath) Pestilence: can fly. has a head, a couple of arms, and a torso. regenerates HP quickly. can see invisible creatures. has teleport control. does not eat. (*) is not a valid polymorphable form. is normally generated hostile. can follow you to other levels. is nasty. is strong. has infravision. can be seen through infravision. can displace other monsters. Reference monst.c#line2752 Pestilence has a disease-spreading melee attack, and is healed by the potion of sickness, which they spawn with a small supply of. Conversely, potions of healing, extra healing, and full healing can damage Pestilence, but the effects will always be completely resisted unless Pestilence is severely level-drained first.[10] Spells of healing and extra healing will do 3d4 or 3d8 damage, which is halved due to the guaranteed resistance.[11]You are War. In the game, if you #chat to one of the other Horsemen they ask, "Who do you think you are, War?"; the wording makes the meaning ambiguous, but a comment in the source code clarifies who they are referring to:[12] /* Riders -- the Four Horsemen of the Apocalypse ("War" == player) */ Furthermore, attempting to tin the corpse of a Rider gives the message, "Yes... But War does not preserve its enemies..." One of the messages a T-shirt can generate with is "Hello, I'm War!"[13] Strategy The Riders resist most elemental attacks and have regeneration, but have low base HP—you can best kill them with ordinary physical attacks. Famine and Pestilence are both vulnerable to death rays, and all three Riders are vulnerable to magic missiles. In addition, Famine and Pestilence can have their maximum HP lowered if hit with Stormbringer, as that HP value will be preserved upon their inevitable revival—for this same reason, you absolutely want to avoid zapping Death with a death ray, which heals them and increases their maximum HP.[14] Of the three riders, Pestilence is widely considered to be the most dangerous. Therefore, players often use telepathy to identify which altar is guarded by Pestilence, and then explore the other altars first in hopes of avoiding an encounter with them. Thrown healing potions can damage Pestilence and reduce their maximum hit points, while Pestilence is healed by any potions of sickness they quaff; the first time you kill them, be sure to dispose of their starting supply quickly afterward. Acid blobs are a good candidate for filling up the Astral Plane to dismiss the Riders, as they can be created en masse with scrolls of create monster while confused. As a fallback method if you lack enough scrolls, reading the cursed Book of the Dead will create lots of graveyard monsters and only partially respect extinction, but some of those monsters can be quite dangerous. The Riders cannot swap positions with a monster located in a square that is ineligible for corpse creation. Getting rid of Riders permanently Although the normal way to get the Riders off your back is simply to ascend, there are a few methods that are much trickier: The primary way to permanently banish them is to kill them, then fill every square on the level with monsters so that when they revive, there is nowhere for them to go. When you see the message "You feel much less hassled", a Rider corpse has started to decay, and will eventually rot away, provided that you do nothing to disturb it.[15][16] While the level is filled with monsters, you can eat a Rider corpse without it reviving, provided you are wearing an amulet of life saving. (If your meal is interrupted, you will need another amulet.) Attempting to pick up or tin a Rider corpse will still fail when there is nowhere for it to revive. Famine and Pestilence can be tamed with charm monster if they are level-drained first (though they will resist the spell drain life). Death is immune to level drain. History The three Riders first appear in NetHack 3.1.0, alongside the revamped endgame featuring the Astral Plane. In NetHack 3.4.3 and previous versions, along with some variants based on them, if you polymorph yourself into a green slime, you can turn them to slime—the sliming touch attack is not considered magical. If you want, you can then tame the resulting green slimes. Similarly, a substantial herd of tamed green slimes stands some chance of turning a Rider into a slime, although this is only somewhat less risky. Additionally, a hostile gelatinous cube can engulf Rider corpses without trying to digest them, allowing you to steal them from the cube's inventory using a nymph polyself - if you were capable of lifting 1450 units of weight, you could then use several methods to dispose of the corpse permanently, such as placing it in a cursed bag of holding and then repeatedly looting it without using up any further turns. NetHack 3.6.0 makes the Riders immune to sliming and polymorph, makes it so that gelatinous cubes cannot engulf their corpses, and grants the Riders their ability to displace other monsters. The t-shirt message referencing War was added in NetHack 3.6.1. The inability for Riders to displace monsters located on squares that cannot have corpses created on them (such as a closed door) was added in NetHack 3.6.3, in order to ensure that Rider corpses are created when they are killed. Related patches Seven Deadly Sins 1.0 Author GreyKnight Download link Bilious PatchDB 178 GreyKnight has written a rudimentary patch which occasionally replaces the Riders with some or all of the Seven Deadly Sins; the patch is hosted directly on Bilious. Origin Wikipedia has an article about: Four Horsemen of the Apocalypse The Four Horsemen of the Apocalypse are characters in Revelation, the last book of most common versions of the Christian Bible. The sixth chapter in particular has verses describing them as they appear when the Lamb (representing Jesus) opens six of the seven seals of the Apocalypse—all quotes are cited from the New International Version: I looked, and there before me was a white horse! Its rider held a bow, and he was given a crown, and he rode out as a conqueror bent on conquest. Revelation 6:1-2, describing Pestilence—but see below. I heard the second living creature say, 'Come!' Then another horse came out, a fiery red one. Its rider was given power to take peace from the earth and to make men slay each other. Revelation 6:3-4, describing War. I looked, and there before me was a black horse! Its rider was holding a pair of scales in his hand. Then I heard what sounded like a voice among the four living creatures, saying, 'A quart of wheat for a day's wages, and three quarts of barley for a day's wages, and do not damage the oil and the wine!' Revelation 6:5-6, describing Famine. I looked, and there before me was a pale horse! Its rider was named Death, and Hades was following close behind him. Revelation 6:8, describing Death. They were given power over a fourth of the earth to kill by sword, famine and plague, and by the wild beasts of the earth. Revelation 6:8-9 The White Horseman The White Horseman's identity tends to vary widely with the translation of the passages—he is sometimes given the moniker of Conquest, and other times identified as Pestilence, with the latter being far more commonplace in allegories and portrayals within contemporary literature and popular media. While the description given in the chapter's first two verses is closer to the idea of Conquest, the phrasing of the verse following their introductions does give some credence to the idea of Pestilence being one of the Horsemen. That said, it is a matter of debate as to whether this passage refers to the fourth rider only, or to the four riders as a collective—among information cited to support the Conquest interpretation includes the later appearance of Christ mounted on a white horse in Revelation 19; the recurring motifs of the color white representing righteousness and the idea of Christ as conqueror throughout the Bible as a whole; and the literal conquest of the early Christian community by the Roman Empire and/or Parthian forces (associated with both archery and white horses). Vicente Blasco Ibáñez's 1916 novel, The Four Horsemen of the Apocalypse, provides an early well-known interpretation of the White Horseman as Pestilence: "The horseman on the white horse was clad in a showy and barbarous attire. ... While his horse continued galloping, he was bending his bow in order to spread pestilence abroad. At his back swung the brass quiver filled with poisoned arrows, containing the germs of all diseases."[17] NetHack is among the works that make use of this latter interpretation, as are other roguelikes such as ToME. Encyclopedia entry [Pestilence:] And I saw when the Lamb opened one of the seals, and I heard, as it were the noise of thunder, one of the four beasts saying, Come and see. And I saw, and behold a white horse: and he that sat on him had a bow; and a crown was given unto him: and he went forth conquering, and to conquer. [War:] And when he had opened the second seal, I heard the second beast say, Come and see. And there went out another horse that was red: and power was given to him that sat thereon to take peace from the earth, and that they should kill one another: and there was given unto him a great sword. [Famine:] And when he had opened the third seal, I heard the third beast say, Come and see. And I beheld, and lo a black horse; and he that sat on him had a pair of balances in his hand. And I heard a voice in the midst of the four beasts say, A measure of wheat for a penny, and three measures of barley for a penny; and see thou hurt not the oil and the wine. [Death:] And when he had opened the fourth seal, I heard the voice of the fourth beast say, Come and see. And I looked, and behold a pale horse: and his name that sat on him was Death, and Hell followed with him. And power was given unto them over the fourth part of the earth, to kill with sword, and with hunger, and with death, and with the beasts of the earth. [ Revelation of John, 6:1-8 ] References ↑ src/makemon.c in NetHack 3.6.6, line 994 ↑ src/mon.c in NetHack 3.6.6, line 1589 ↑ src/mkobj.c in NetHack 3.6.6, line 1201 ↑ src/mhitm.c in NetHack 3.6.6, line 903 ↑ src/eat.c in NetHack 3.6.6, line 712 ↑ src/teleport.c in NetHack 3.6.6, line 1576 ↑ src/teleport.c in NetHack 3.6.6, line 1432 ↑ Issue #594: Riders' primary attack types do no damage to monsters ↑ src/mhitm.c in NetHack 3.6.6, line 1449: Unhandled cases in mhitm.c default to 0 damage ↑ src/potion.c in NetHack 3.6.6, 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/zap.c in NetHack 3.6.6, line 392 ↑ src/monst.c in NetHack 3.6.6, line 2564 ↑ src/read.c in NetHack 3.6.6, line 148 ↑ src/zap.c in NetHack 3.6.6, line 606 ↑ revive_mon in src/do.c in NetHack 3.6.1 ↑ src/do.c in NetHack 3.6.6, line 1906 ↑ Ibáñez, Vicente Blasco (1916). The Four Horsemen of the Apocalypse (ch V).
# Etherealoid Etherealoid (Eth) is a race available in NotdNetHack, whose principal characteristics [1] are: Resistant to disintegration and stoning. Unchanging, unbreathing, unliving and does not have hunger; thus, cannot eat. Flying and phasing. Can phase in and out to "nowhere", a special level where you are alone. Receives displacement at experience level 7, and gains 1 AC per experience level; however, experience level gain is gained at half the rate. Cannot wear any armor, but can hold a shield. Contents 1 A few questions about Eths 1.1 Eths cannot wear armor, so how can they lower their AC? 1.2 What does an average ascension kit look like? 2 References A few questions about Eths Most of this came from what nabru asked on Reddit[2] and was answered by demo himself, which is summarized by me: Eths cannot wear armor, so how can they lower their AC? By wearing a shield (not recommended) By buying protection. From other sources in the game like the Shard from Morgoth's Crown. Or by just gaining XP. What does an average ascension kit look like? Anachrononaut: https://www.hardfought.org/userdata/D/Demo/notdnethack/dumplog/1683233563.ndnh.txt Barbarian: https://www.hardfought.org/userdata/D/Demo/notdnethack/dumplog/1654289289.ndnh.txt Binder: https://www.hardfought.org/userdata/D/Demo/notdnethack/dumplog/1681655636.ndnh.txt Healer: https://www.hardfought.org/userdata/D/Demo/notdnethack/dumplog/1648820699.ndnh.txt Monk: https://www.hardfought.org/userdata/D/Demo/notdnethack/dumplog/1673660283.ndnh.txt Tourist: https://www.hardfought.org/userdata/D/Demo/notdnethack/dumplog/1682368514.ndnh.txt References ↑ https://github.com/demogorgon22/notdnethack/blob/2023.05.15/changelog.txt#L82 ↑ https://www.reddit.com/r/nethack/comments/14ummj5/on_the_etherealoid_race_notdnethack/ This page is a stub. Should you wish to do so, you can contribute by expanding this page.
# Mithril-coat [   dwarvish mithril-coat   Appearance dwarvish mithril-coat Slot body armor AC 6 Special MC2 Base price 240 zm Weight 150 Material mithril [   elven mithril-coat   Appearance elven mithril-coat Slot body armor AC 5 Special MC2 Base price 240 zm Weight 150 Material mithril The dwarvish mithril-coat and elven mithril-coat are two types of body armor found in NetHack. While neither is as effective as a good suit of dragon scale mail, they are both much lighter than other high-AC suits. Being made of mithril, they are immune to erosion, but they still hinder spellcasting. While the dwarvish mithril-coat has one higher natural AC than its elven counterpart, it cannot be safely enchanted if above +3, while the elven mithril-coat can be enchanted even at +5. Thus, a dwarvish coat is slightly superior when unenchanted, but an elven coat is slightly superior when fully enchanted. Equipping or unequipping mithril-coats takes only 1 turn, which is much faster than the 5 turns that it takes for most other body armor.[1] Contents 1 Strategy 2 Generation 3 Variants 3.1 SLASH'EM 3.2 xNetHack 3.3 EvilHack 4 Encyclopedia entry 5 References Strategy Mithril-coats are very helpful in the early game because of their high AC and low weight. They will often provide as much AC as the rest of the adventurer's armor combined, and the extra carrying capacity is particularly useful for early characters with low strength and no bag of holding. Players will usually exchange their mithril for dragon scale mail when it becomes available, which makes them reluctant to spend scrolls of enchant armor on their mithril-coats. For this reason the dwarvish variety is usually considered better, though the difference between the two is small. Because mithril-coats are metallic, characters proficient in combat spellcasting (such as Wizards) will often ignore them and wear studded leather armor instead. If this is not available, it might be a good idea to temporarily sacrifice spellcasting for the increased protection afforded by mithril. Since mithril-coats can be quickly equipped or unequipped, a property not shared by any other metallic body armor, a spellcaster (especially one not wearing a cloak) may still find it useful to wear a mithril-coat, quickly removing it as necessary to cast spells. Generation All elven monsters (except elf mummies and elf zombies) have a 1/4 chance of being generated with an elven mithril-coat.[2] Hobbits have a 1/10 chance of being generated with an elven mithril-coat. All dwarvish monsters (except dwarf mummies and dwarf zombies) have a 1/12 chance of being generated with a dwarvish mithril-coat. Variants Many variants, particularly those based off NetHack 3.4.3, give mithril-coats an MC of 3. Other variants that employ object materials may replace it entirely with a different item. SLASH'EM In SLASH'EM, both the elven and dwarven mithril-coat have an MC of 3, and SLASH'EM adds the dark elven mithril-coat, which has stats identical to the dwarven mithril coat. They are the only suits of body armor that provide MC3. xNetHack In xNetHack, mithril-coats are removed and replaced with elven ring mail and dwarven ring mail; mithril-coats are material specific, but were not left as such by the integration of object materials. Mithril body armor will always grant at least MC2. The elven ring mail grants 2 AC and uses a base material of copper, while dwarvish ring mail grants 4 AC and has a base material of iron as usual; each of these will behave identically to an elven/dwarven mithril-coat if they generate made of mithril. Hobbits that get elven ring mail will always be given one made of mithril, and dwarf lords and kings that get a dwarvish ring mail have an increased chance of it being mithril. EvilHack EvilHack takes a similar approach to xNetHack above, but instead uses elven chain mail and dwarven chain mail; when made of mithril, they act similarly to the mithril-coats of vanilla. Mithril body armor grants MC2 when worn, and elves wearing mithril armor are granted MC3; both elves and dwarves gain MC3 from wearing their respective chain mails. Encyclopedia entry _Mithril_! All folk desired it. It could be beaten like copper, and polished like glass; and the Dwarves could make of it a metal, light and yet harder than tempered steel. Its beauty was like to that of common silver, but the beauty of _mithril_ did not tarnish or grow dim. [ The Fellowship of the Ring, by J.R.R. Tolkien ] References ↑ src/objects.c in NetHack 3.6.6, line 417 ↑ m_initweap in makemon.c This page may need to be updated for the current version of NetHack. It may contain text specific to NetHack 3.6.0. Information on this page may be out of date. Editors: After reviewing this page and making necessary edits, please change the {{nethack-360}} tag to the current version's tag or {{noversion}} as appropriate.
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