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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 17:30, 24 July 2023 Namespace: all (Main) Talk User User talk NetHackWiki NetHackWiki talk File File talk MediaWiki MediaWiki talk Template Template talk Help Help talk Category Category talk Source Source talk Forum Forum talk Video Video talk User blog User blog talk Blog Blog talk Module Module talk  Invert selection  Associated namespaceTag filter:Page name: Show changes to pages linked to the given page instead List of abbreviations: N This edit created a new page (also see list of new pages) m This is a minor edit b This edit was performed by a bot (±123) The page size changed by this number of bytes 24 July 2023      10:00  Sokoban Level 3h‎ (diff | hist) . . (-78)‎ . . Umbire the Phantom (talk | contribs) (unnecessary tags)
# Spellbook of detect unseen spellbook of +   detect unseen   Appearance random Abundance 2.03% Base price 300 zm Weight 50 Turns to read 8 Ink to write 15–29 Spell type divination Level 3 Power cost 15 Pw Direction non-directional Equivalent wand of secret door detection This spellbook allows you to learn the detect unseen spell, which has the same effect as a wand of secret door detection. Effects Main article: Wand of secret door detection It reveals secret doors and corridors, non-statue traps, portals, mimics, hidden, submerged and invisible monsters in an area of radius 8 within line-of-sight. On the Plane of Air only, it also penetrates clouds. ..........................xxxxx............xxxxxxxxx........xxxxxxxxxxxxx......xxxxxxxxxxxxx.....xxxxxxxxxxxxxxx....xxxxxxxxxxxxxxx...xxxxxxxxxxxxxxxxx..xxxxxxxxxxxxxxxxx..xxxxxxxx@xxxxxxxx..xxxxxxxxxxxxxxxxx..xxxxxxxxxxxxxxxxx...xxxxxxxxxxxxxxx....xxxxxxxxxxxxxxx.....xxxxxxxxxxxxx......xxxxxxxxxxxxx........xxxxxxxxx............xxxxx.......................... Area in which traps etc. are revealed Strategy The spell of detect unseen can be used for finding the hidden entrance to the temple in Moloch's Sanctum. It can also be used to find the portals on the Elemental Planes. However, for most NetHack players a wand of secret door detection will not be hard to find, and each one carries many charges. Some foodless atheist players cast this spell to detect traps they cannot acquire resistances to. 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:Fallen angel.png File File history File usage MetadataNo higher resolution available. Fallen_angel.png ‎(16 × 16 pixels, file size: 360 bytes, MIME type: image/png) File history Click on a date/time to view the file as it appeared at that time. Date/TimeThumbnailDimensionsUserComment current04:29, 12 June 201316 × 16 (360 bytes)Chris (talk | contribs) You cannot overwrite this file. File usage The following 2 pages uses this file: Fallen angel User:Chris/dNetHack/Monsters Metadata This file contains additional information, probably added from the digital camera or scanner used to create or digitize it. If the file has been modified from its original state, some details may not fully reflect the modified file. Horizontal resolution37.8 dpcVertical resolution37.8 dpc
# NetHack haiku A haiku is a form of short Japanese poem. Wikipedia's article explains the rules. Little doggie you Are going to be killed soon By a falling rock. --argiopeweb The spikes were poisoned And the poison was deadly Get some intrinsics. --aioli & argiopeweb The soldier ant hits You will soon know what you have It could have saved you --firemonkey You insulted law Now you have to pay the price Wide angle death beam --aioli With this wooden ring I can cross the water, but then an eel zapped me --Toni Keskalto Do you feel lucky? Do you want your possessions identified, punk? --Jayt 21:48, 10 August 2006 (UTC) Dead troll in a lake: Yellowing leaves on water Stirred by its last gasps --Raxvulpine Cherry blossoms drape the Chest where the troll is buried. Welcome to level 12. --Raxvulpine The troll is slowing Down, the nights are growing long, It has turned to stone --Raxvulpine Snow slowly fills grooves burned above a hero's grave mistyped Ebehlert --cjeris I sacrifice much Faithless Anhur gives me what? yes, Ogresmasher --cjeris A four-leaf clover--- and pray. Anhur seems displeased. Goddamn Sokoban! --Raxvulpine Quaff from a fountain Wish for a cockatrice corpse, Watch out for the stairs. --Temyx --More-- --More-- --More-- --More-- --More-- --More-- --More-- --More-- --More-- --More-- Escape You have turned to stone. --tejón Scroll upon the ground Erupts in an inferno Dammit, my good robe! --MrGuy 21:37, 28 December 2008 (UTC) Lichen, straight ahead! You, needing sustenance soon, Attack-- a green mold. --MrGuy 21:39, 28 December 2008 (UTC) Curious and and blind Her ungloved hand feels slowly A cockatrice corpse --aioli 17:09, 10 August 2006 (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 17:58, 24 July 2023 Namespace: all (Main) Talk User User talk NetHackWiki NetHackWiki talk File File talk MediaWiki MediaWiki talk Template Template talk Help Help talk Category Category talk Source Source talk Forum Forum talk Video Video talk User blog User blog talk Blog Blog talk Module Module talk  Invert selection  Associated namespaceTag filter:Page name: Show changes to pages linked to the given page instead List of abbreviations: N This edit created a new page (also see list of new pages) m This is a minor edit b This edit was performed by a bot (±123) The page size changed by this number of bytes 22 July 2023      20:27  Rogue‎‎ (2 changes | history) . . (-21)‎ . . [Umbire the Phantom‎; Coz‎]  m    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)       14:16 (cur | prev) . . (+8)‎ . . Coz (talk | contribs) (Added more links to Grayswandir and Stormbringer) 20 July 2023      10:30  Rogue‎ (diff | hist) . . (+4)‎ . . Coz (talk | contribs) (Added link to the Master Key of Thievery)
# 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 17:06, 24 July 2023 Namespace: all (Main) Talk User User talk NetHackWiki NetHackWiki talk File File talk MediaWiki MediaWiki talk Template Template talk Help Help talk Category Category talk Source Source talk Forum Forum talk Video Video talk User blog User blog talk Blog Blog talk Module Module talk  Invert selection  Associated namespaceTag filter:Page name: Show changes to pages linked to the given page instead List of abbreviations: N This edit created a new page (also see list of new pages) m This is a minor edit b This edit was performed by a bot (±123) The page size changed by this number of bytes 24 July 2023      16:45  Hack'EM‎‎ (3 changes | history) . . (+4,049)‎ . . [Hackemslashem‎ (3×)]       16:45 (cur | prev) . . (+78)‎ . . Hackemslashem (talk | contribs) (→‎Trap Mechanics: Poly trap disappearing)       16:36 (cur | prev) . . (+26)‎ . . Hackemslashem (talk | contribs) (→‎New artifacts: Storm Whistle update)       15:08 (cur | prev) . . (+3,945)‎ . . Hackemslashem (talk | contribs) (Updates in preparation for 1.2)  m   16:09  EvilHack‎‎ (3 changes | history) . . (+1,958)‎ . . [K2‎ (3×)]  m    16:09 (cur | prev) . . (+1,831)‎ . . K2 (talk | contribs) (→‎Shields: details)  m    15:42 (cur | prev) . . (+113)‎ . . K2 (talk | contribs) (→‎Game mechanics: placeholder for new skills)  m    15:15 (cur | prev) . . (+14)‎ . . K2 (talk | contribs) (→‎Air: more wording) 23 July 2023      22:42  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)      08:36  EvilHack‎ (diff | hist) . . (-82)‎ . . Umbire the Phantom (talk | contribs) (pass for word choice and rephrasing) 21 July 2023      14:30  EvilHack‎‎ (3 changes | history) . . (+1,487)‎ . . [K2‎ (3×)]  m    14:30 (cur | prev) . . (+17)‎ . . K2 (talk | contribs) (→‎Major changes: convicts and thievery)       14:17 (cur | prev) . . (+1,444)‎ . . K2 (talk | contribs) (→‎Game mechanics: open air)  m    13:42 (cur | prev) . . (+26)‎ . . K2 (talk | contribs) (→‎Game mechanics: move artifact twoweaponing behavior under 'twoweaponing' section) 19 July 2023      20:21  Hack'EM‎ (diff | hist) . . (+92)‎ . . Ardub23 (talk | contribs) (Fixed changelog link, and commented out Grandmaster's Robe as it's not yet implemented) 18 July 2023  m   04:53  EvilHack‎ (diff | hist) . . (0)‎ . . K2 (talk | contribs) (build date)
# User talk:Kalifg 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) 15:49, July 12, 2010 Note: This is an automatic greeting.
# Potion of monster detection ! Name monster detection Appearance random Base price 150 zm Weight 20 Monster use Will not be used by monsters. A potion of monster detection is a potion that will show all monsters on the current level when quaffed. Contents 1 Effects 2 Messages 3 Strategy 4 See also 5 References Effects A blessed potion will show all monsters on the map for 21–60 (more) turns.[1] An uncursed potion will show just the monsters against a black background,[2] and will exercise Wisdom if any are found.[3] A cursed potion has the same effect as an uncursed potion, but will also wake all sleeping and paralyzed monsters on the level.[4] If you already have 300 or more turns of monster detection, a blessed potion will only add one more. If you quaff a potion of monster detection while hallucinating, it will not reveal the monsters' true identities. However several snapshots can make the typical movement patterns of shopkeepers and priests visible. Messages Monsters sense the presence of you. You drank a cursed potion and woke up some monsters. You feel threatened. You quaffed a non-blessed potion, there were no monsters on the current level, and you aren't a beginner. Strategy Some players save one or two of these potions to bless and drink on the Astral Plane, because it is the quickest and easiest way to locate and keep track of all the monsters, and it doesn't have any of the disadvantages of telepathy (you don't have to blind yourself, and it works on mindless monsters). Otherwise, it's not a terribly useful potion and is a good candidate for dilution. See also Spellbook of detect monsters References ↑ potion.c in NetHack 3.4.3, line 630 ↑ monster_detect in detect.c ↑ potion.c in NetHack 3.4.3, line 647 ↑ detect.c in NetHack 3.4.3, line 625 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.
# Related changes Enter a page name to see changes on pages linked to or from that page. (To see members of a category, enter Category:Name of category). Changes to pages on your Watchlist are in bold. Recent changes options Show last 50 | 100 | 250 | 500 changes in last 1 | 3 | 7 | 14 | 30 daysHide registered users | Hide anonymous users | Hide my edits | Show bots | Hide minor editsShow new changes starting from 17:07, 24 July 2023 Namespace: all (Main) Talk User User talk NetHackWiki NetHackWiki talk File File talk MediaWiki MediaWiki talk Template Template talk Help Help talk Category Category talk Source Source talk Forum Forum talk Video Video talk User blog User blog talk Blog Blog talk Module Module talk  Invert selection  Associated namespaceTag filter:Page name: Show changes to pages linked to the given page instead List of abbreviations: N This edit created a new page (also see list of new pages) m This is a minor edit b This edit was performed by a bot (±123) The page size changed by this number of bytes 23 July 2023  m   11:49  Object materials‎ (diff | hist) . . (+20)‎ . . Umbire the Phantom (talk | contribs) (lede, word choice) 20 July 2023      20:21  User talk:Umbire the Phantom‎ (diff | hist) . . (+102)‎ . . Kahran042 (talk | contribs) (→‎Edit reason for Yendorian army: - Good point.)
# File:Vultures-intro1.png File File history File usageNo higher resolution available. Vultures-intro1.png ‎(800 × 600 pixels, file size: 390 KB, MIME type: image/png) The first screen of the Vulture's Eye graphical "legacy" intro. File history Click on a date/time to view the file as it appeared at that time. Date/TimeThumbnailDimensionsUserComment current18:46, 21 November 2010800 × 600 (390 KB)Paxed (talk | contribs)The first screen of the Vulture's Eye graphical "legacy" intro. You cannot overwrite this file. File usage The following 2 pages uses this file: Vulture Talk:Introduction
# 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 & 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.
# Related changes Enter a page name to see changes on pages linked to or from that page. (To see members of a category, enter Category:Name of category). Changes to pages on your Watchlist are in bold. Recent changes options Show last 50 | 100 | 250 | 500 changes in last 1 | 3 | 7 | 14 | 30 daysHide registered users | Hide anonymous users | Hide my edits | Show bots | Hide minor editsShow new changes starting from 17:57, 24 July 2023 Namespace: all (Main) Talk User User talk NetHackWiki NetHackWiki talk File File talk MediaWiki MediaWiki talk Template Template talk Help Help talk Category Category talk Source Source talk Forum Forum talk Video Video talk User blog User blog talk Blog Blog talk Module Module talk  Invert selection  Associated namespaceTag filter:Page name: Show changes to pages linked to the given page instead List of abbreviations: N This edit created a new page (also see list of new pages) m This is a minor edit b This edit was performed by a bot (±123) The page size changed by this number of bytes 24 July 2023  m   16:09  EvilHack‎‎ (3 changes | history) . . (+1,958)‎ . . [K2‎ (3×)]  m    16:09 (cur | prev) . . (+1,831)‎ . . K2 (talk | contribs) (→‎Shields: details)  m    15:42 (cur | prev) . . (+113)‎ . . K2 (talk | contribs) (→‎Game mechanics: placeholder for new skills)  m    15:15 (cur | prev) . . (+14)‎ . . K2 (talk | contribs) (→‎Air: more wording)  m   05:20  Dot‎ (diff | hist) . . (-1)‎ . . Umbire the Phantom (talk | contribs) (→‎dNetHack: typo) 23 July 2023      23:12  Dot‎‎ (3 changes | history) . . (+684)‎ . . [Umbire the Phantom‎ (3×)]       23:12 (cur | prev) . . (+112)‎ . . Umbire the Phantom (talk | contribs) (add use)       23:06 (cur | prev) . . (+20)‎ . . Umbire the Phantom (talk | contribs) (→‎dNetHack: tweak)       23:02 (cur | prev) . . (+552)‎ . . Umbire the Phantom (talk | contribs) (format)      08:36  EvilHack‎ (diff | hist) . . (-82)‎ . . Umbire the Phantom (talk | contribs) (pass for word choice and rephrasing) 21 July 2023      14:30  EvilHack‎‎ (3 changes | history) . . (+1,487)‎ . . [K2‎ (3×)]  m    14:30 (cur | prev) . . (+17)‎ . . K2 (talk | contribs) (→‎Major changes: convicts and thievery)       14:17 (cur | prev) . . (+1,444)‎ . . K2 (talk | contribs) (→‎Game mechanics: open air)  m    13:42 (cur | prev) . . (+26)‎ . . K2 (talk | contribs) (→‎Game mechanics: move artifact twoweaponing behavior under 'twoweaponing' section) 18 July 2023  m   04:53  EvilHack‎ (diff | hist) . . (0)‎ . . K2 (talk | contribs) (build date)
# Forum:Can all lost stats be recovered with unicorn horn? < Forum:Watercooler After losing attribute points, can you always recover them by applying a Unicorn Horn? For example, can a unicorn horn recover the lost wisdom point from engraving on a co-aligned altar, from abusing an attribute, and from quaffing a potion of sickness? Moreover, when an attribute is decreased, will the usual gain of attribute (eating a corpse, throne, etc) still increase the maximum attribute you can reach by applying the horn? Or, will attribute gains just help recover the lost attribute without increasing its maximum? --66.93.240.163 02:14, 6 December 2011 (UTC) IIRC the only source of attribute loss that can't be immediately fixed by a unicorn horn is self-polymorph, which randomly adjusts stats +/- 2. If this was curable it'd be an easy way to max out your stats, of course. Everything else, e.g. wisdom loss from altars, is curable. Quick wizard mode testing is showing that if you lose a point of INT and eat a mindflayer corpse for stat gain, you can't use a unihorn again to raise it further. -- Qazmlpok 02:54, 6 December 2011 (UTC) Thanks! I'll make sure to apply the horn before eating those mindflayer corpses.--66.93.240.163 03:24, 6 December 2011 (UTC) I can think of a few other sources of attribute loss that can't be fixed by a unicorn horn. The one-point strength loss that comes from becoming Weak can't be cured by a unicorn horn, but it can be cured by eating enough to get out of Weak status. Also, this is a bit more obscure, but in some cases, if one of your attributes is close but not equal to 3, and you do something that would cause it to go below 3, then your attribute will be set to 3, and the additional lost attribute points will be subtracted from your maximum attribute score. As an example, if your current Strength is 5 and your max Strength is 10, and you drink a potion of sickness, and NetHack determines that the potion does 5 points of damage to your Strength, then your Strength will be reduced by 2 points to 3, and your maximum Strength will be reduced by 3 points to 7, so the unicorn horn will only be able to restore your Strength to 7. --Erica 04:04, 6 December 2011 (UTC) Very helpful comment, especially for those hoping to temporarily reduce their constitution/wisdom for the "Drain for gain" strategy. --66.93.240.163 07:35, 6 December 2011 (UTC) What about this case: Abuse stat twice, exercise it once. Normally exercising a stat increases it by one and sets the maximum to that new level; how does that interact with drained stats? -Ion frigate 05:54, 6 December 2011 (UTC) I tried it in wizard mode, and you can use a unicorn horn to recover one point. It seems that lines 128–130 of attrib.c only increase the maximum when the current value of the stat is greater than the old maximum. So, if you abuse the stat twice and then exercise it once, the maximum will be unchanged, which means that the unicorn horn will allow you to restore the attribute to the value it had before the first abuse. --Erica 06:29, 6 December 2011 (UTC) The ring of sustain ability interacts oddly with unicorn horns and hunger strength drain. You can restore your attribs, but not lower them. IIRC you could even max out strength by becoming weak wearing the ring, and eating without. --Tjr 14:24, 6 December 2011 (UTC)
# Related changes Enter a page name to see changes on pages linked to or from that page. (To see members of a category, enter Category:Name of category). Changes to pages on your Watchlist are in bold. Recent changes options Show last 50 | 100 | 250 | 500 changes in last 1 | 3 | 7 | 14 | 30 daysHide registered users | Hide anonymous users | Hide my edits | Show bots | Hide minor editsShow new changes starting from 17:17, 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  Invert selection  Associated namespaceTag filter:Page name: Show changes to pages linked to the given page instead List of abbreviations: N This edit created a new page (also see list of new pages) m This is a minor edit b This edit was performed by a bot (±123) The page size changed by this number of bytes 24 July 2023      13:59  DNetHack artifacts‎‎ (2 changes | history) . . (+36)‎ . . [Wikid‎; Noisytoot‎]       13:59 (cur | prev) . . (+40)‎ . . Noisytoot (talk | contribs) (The Singing Sword can also be named by elves and anyone who has bound Orthos)  m    08:51 (cur | prev) . . (-4)‎ . . Wikid (talk | contribs) (→‎The Singing Sword: now obtained by naming) 23 July 2023      08:14  Elder brain‎ (diff | hist) . . (+72)‎ . . Umbire the Phantom (talk | contribs) (pass for word choice and rephrasing) 22 July 2023      05:20  Object properties‎‎ (3 changes | history) . . (+3,483)‎ . . [Umbire the Phantom‎ (3×)]  m    05:20 (cur | prev) . . (+4)‎ . . Umbire the Phantom (talk | contribs) (→‎Offensive: typo)  m    04:07 (cur | prev) . . (+21)‎ . . Umbire the Phantom (talk | contribs) (one last tweak!)       04:04 (cur | prev) . . (+3,458)‎ . . Umbire the Phantom (talk | contribs) (rename sections and try to clarify damage bonuses, add a few unlisted properties, adjust descriptions of several others...)      00:41 (Abuse filter log) . . Umbire the Phantom (talk | contribs) triggered filter 9, performing the action "edit" on Object properties. Actions taken: Disallow (details) ‎ 20 July 2023  m   23:17  DNetHack artifacts‎ (diff | hist) . . (+2,264)‎ . . EasterlyIrk (talk | contribs) (add war-helm of dreaming, star-emperor's ring)
# File:Killer bee.png File File history File usageNo higher resolution available. Killer_bee.png ‎(16 × 16 pixels, file size: 245 bytes, MIME type: image/png) A 16x16 vanilla NetHack tile of the monster 'killer bee'. File history Click on a date/time to view the file as it appeared at that time. Date/TimeThumbnailDimensionsUserComment current08:41, 1 August 200616 × 16 (245 bytes)BotFenix (talk | contribs)A 16x16 vanilla NetHack tile of the monster 'killer bee'. Category:16x16 tiles 08:39, 1 August 200616 × 16 (245 bytes)BotFenix (talk | contribs)A 16x16 vanilla NetHack tile of the monster 'killer bee'. Category:16x16 tiles You cannot overwrite this file. File usage The following 21 pages uses this file: Killer bee 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 Talk:List of vanilla NetHack tiles User:EasterlyIrk/Scratchpad User:Kalon/NetHack 4.0.0 NetHackWiki:Community Portal/Archive3 Template:Monster
# Talk:Shambling horror (Sporkhack) Here are *some* of the Sporkhack details /* what a horrible night to have a curse */ shambler->mlevel += rnd(6)-3; /* shuffle level */ shambler->mmove = rn2(10)+9; /* slow to very fast */ shambler->ac = rn2(21)-10; /* any AC */ shambler->mr = rn2(5)*25; /* varying amounts of MR */ shambler->maligntyp = rn2(21)-10; /* any alignment */ /* attacks...? */ for (i = 0; i < rnd(4); i++) { attkptr = &shambler->mattk[i]; attkptr->aatyp = rn2(AT_GAZE); /* limit it to semi-normal attacks for now */ /* theoretically rnd(AT_GAZE)-3 should work since these are uchar, but * let's not totally confuse the poor people browsing... */ if (attkptr->aatyp == AT_BOOM) { attkptr->aatyp = AT_MAGC; } if (attkptr->aatyp == AT_EXPL) { attkptr->aatyp = AT_WEAP; } attkptr->adtyp = 0; /* Don't let the special Rider attacks be used here * ...everything else is fair game :D */ while (attkptr->adtyp == 0 || attkptr->adtyp == AD_DETH || attkptr->adtyp == AD_PEST || attkptr->adtyp == AD_FAMN || attkptr->adtyp == AD_SPC1 || attkptr->adtyp == AD_SPC2) { attkptr->adtyp = rnd(AD_CORR); } if (attkptr->aatyp == AT_MAGC) { attkptr->adtyp = AD_CLRC + rn2(2); /* AT_MAGC must correspond to a spell type */ } if (attkptr->aatyp == AT_BREA) { attkptr->adtyp == AD_RBRE; /* Tiamat's breath weapon if you're a breather at all :) */ } attkptr->damn = 2; /* we're almost sure to get this wrong first time */ attkptr->damd = 10; /* either too high or too low */ } shambler->msize = rn2(MZ_GIGANTIC+1); /* any size */ shambler->cwt = 20; /* fortunately moot as it's flagged NOCORPSE */ shambler->cnutrit = 20; /* see above */ shambler->msound = rn2(MS_HUMANOID); /* any but the specials */ shambler->mresists = 0; for (i = 0; i < rnd(6); i++) { shambler->mresists |= (1 << rn2(8)); /* physical resistances... */ } for (i = 0; i < rnd(5); i++) { shambler->mresists |= (0x100 << rn2(7)); /* 'different' resistances, even clumsy */ } shambler->mconveys = 0; /* flagged NOCORPSE */ /* * now time for the random flags. this will likely produce * a number of complete trainwreck monsters at first, but * every so often something will dial up nasty stuff */ shambler->mflags1 = 0; for (i = 0; i < rnd(17); i++) { shambler->mflags1 |= (1 << rn2(33)); /* trainwreck this way :D */ } shambler->mflags1 &= ~M1_UNSOLID; /* no ghosts */ shambler->mflags1 &= ~M1_WALLWALK; /* no wall-walkers */ shambler->mflags2 = M2_NOPOLY | M2_HOSTILE; /* Don't let the player be one of these yet. */ for (i = 0; i < rnd(17); i++) { shambler->mflags2 |= (1 << rn2(33)); } shambler->mflags2 &= ~M2_MERC; /* no guards */ shambler->mflags2 &= ~M2_PEACEFUL; /* no peacefuls */ shambler->mflags2 &= ~M2_WERE; /* no lycanthropes */ shambler->mflags2 &= ~M2_PNAME; /* not a proper name */ for (i = 0; i < rnd(5); i++) { shambler->mflags3 |= (0x100 << rn2(6)); /* no covetous, but any of the middle M3_ flags are OK */ } if (rn2(2)) { shambler->mflags4 |= (1 << rn2(4)); /* don't overload it with vulnerabilities */ } return; --Ozymandias (talk) 14:20, 12 August 2013 (UTC)
# Talk:Teleport control I merged You feel controlled! and its redirects. This message relates only to teleport control, so there's no need for a separate page. --Jayt 13:57, 22 September 2006 (UTC) Sorry... I received the message Sorry... when not teleported to the desired location Yidda 03:29, February 28, 2010 (UTC) That means that there was already a monster there (it happens also for walls, solid rock, etc, but if this controlled...)--209.151.235.14 15:37, 24 March 2015 (UTC)Elronnd ring and power Do you have to have a certain amount of magic energy to use a ring of teleport control? I ask because such seems to be the case in the game I'm currently playing. I even tried putting it on the other hand, since which hand you put a ring on can be relevant in rogue, yet control t getsa me "you do not know that spell"Slarty 00:42, June 19, 2010 (UTC) Teleport control doesn't imply teleportitis. And it doesn't matter which hand you put your ring on in NetHack, except for a few rare cases. --Darth l33t 03:19, June 19, 2010 (UTC) Your initial statement seems to imply failure to even understand my question, which you did not answer. Basically I want to know why my non-curesed ring of teleport control seems unusable. I am told I don't know that spell. I never brought up teleportitus.67.42.216.230 20:16, June 21, 2010 (UTC)Slarty 20:17, June 21, 2010 (UTC) And that is what you don't understand. Teleport control allows you to pick your destination when level teleport or regular teleportation occurs. Teleport control does not CAUSE this teleportation. That is why you can't use the spell, you indeed do not know it. ^T requires standing on a teleport trap, having teleportitis, or knowing the spell teleport away. If none of those 3 are present then you cannot teleport at will. -- Qazmlpok 20:21, June 21, 2010 (UTC) I feel stupid. My bad!Slarty 20:59, June 21, 2010 (UTC) Tengu I can confirm from experience that tengu corpses do still give teleport control. -- Qazmlpok (talk) 01:37, 19 December 2015 (UTC)
# Related changes Enter a page name to see changes on pages linked to or from that page. (To see members of a category, enter Category:Name of category). Changes to pages on your Watchlist are in bold. Recent changes options Show last 50 | 100 | 250 | 500 changes in last 1 | 3 | 7 | 14 | 30 daysHide registered users | Hide anonymous users | Hide my edits | Show bots | Hide minor editsShow new changes starting from 17:57, 24 July 2023 Namespace: all (Main) Talk User User talk NetHackWiki NetHackWiki talk File File talk MediaWiki MediaWiki talk Template Template talk Help Help talk Category Category talk Source Source talk Forum Forum talk Video Video talk User blog User blog talk Blog Blog talk Module Module talk  Invert selection  Associated namespaceTag filter:Page name: Show changes to pages linked to the given page instead List of abbreviations: N This edit created a new page (also see list of new pages) m This is a minor edit b This edit was performed by a bot (±123) The page size changed by this number of bytes 23 July 2023      10:06  Metallivore‎ (diff | hist) . . (+239)‎ . . Umbire the Phantom (talk | contribs) (not a stub, re-org, word choice, etc.)
# Archon Hebdomad The Archon Hebdomad is the ruling council of the Archons in dNetHack. They are powerful unique angels, intended to play a role similar to the demon lords. At present, the members of the Hebdomad are present in the code but can't be encountered in the game. Contents 1 Barachiel 2 Domiel 3 Erathaol 4 Astaphaios 5 Raziel 6 Sealtiel 7 Zaphkiel Barachiel 7 Barachiel File:Barachiel.png Difficulty 36 Attacks Weapon 3d7 physical, Weapon 3d7 physical 7 Barachiel File:Barachiel.png Difficulty 36 Attacks Weapon 3d7 physical, Weapon 3d7 physical Base level 71 Base experience 6056 Speed 17 Base AC −7 Base MR 77 Alignment 20 (lawful) Frequency (by normal means) 0 (Not randomly generated) Genocidable No Weight 1450 Nutritional value 400 Size medium Resistances fire, cold, sleep, shock, poison, level drain Resistances conveyed sleep The Barachiel: can fly. has a head, a couple of arms, and a torso. regenerates HP quickly. can see invisible creatures. does not eat. (*) is not a valid polymorphable form. is a lord to its kind. is male. can follow you to other levels. is nasty. is strong. can pick up weapons and food. can pick up magical items. can be seen through infravision. never leaves a corpse. resists level drain. cannot be tamed. Domiel 7 Domiel File:Domiel.png Difficulty 39 Attacks Weapon 3d7 physical, Weapon 3d7 stone choir, Cast 0d7 Quest Artifact theft 7 Domiel File:Domiel.png Difficulty 39 Attacks Weapon 3d7 physical, Weapon 3d7 stone choir, Cast 0d7 Quest Artifact theft Base level 72 Base experience 6222 Speed 17 Base AC −7 Base MR 77 Alignment 20 (lawful) Frequency (by normal means) 0 (Not randomly generated) Genocidable No Weight 1450 Nutritional value 400 Size medium Resistances fire, cold, sleep, shock, poison, level drain Resistances conveyed sleep The Domiel: can fly. has a head, a couple of arms, and a torso. regenerates HP quickly. can see invisible creatures. does not eat. (*) is not a valid polymorphable form. is a lord to its kind. is female. can follow you to other levels. is nasty. is strong. can pick up weapons and food. can pick up magical items. can be seen through infravision. never leaves a corpse. resists level drain. cannot be tamed. Erathaol 7 Erathaol File:Erathaol.png Difficulty 38 Attacks Weapon 3d7 physical, Weapon 3d7 physical, Cast 0d7 (null) 7 Erathaol File:Erathaol.png Difficulty 38 Attacks Weapon 3d7 physical, Weapon 3d7 physical, Cast 0d7 (null) Base level 73 Base experience 6380 Speed 17 Base AC −7 Base MR 77 Alignment 20 (lawful) Frequency (by normal means) 0 (Not randomly generated) Genocidable No Weight 1450 Nutritional value 400 Size medium Resistances fire, cold, sleep, shock, poison, level drain Resistances conveyed sleep The Erathaol: can fly. has a head, a couple of arms, and a torso. regenerates HP quickly. can see invisible creatures. does not eat. (*) is not a valid polymorphable form. is a lord to its kind. is male. can follow you to other levels. is nasty. is strong. can pick up weapons and food. can pick up magical items. can be seen through infravision. never leaves a corpse. resists level drain. cannot be tamed. Astaphaios 7 Astaphaios File:Astaphaios.png Difficulty 37 Attacks Claw 7d7 physical, Kick 7d7 physical 7 Astaphaios File:Astaphaios.png Difficulty 37 Attacks Claw 7d7 physical, Kick 7d7 physical Base level 74 Base experience 6668 Speed 17 Base AC −7 Base MR 77 Alignment 20 (lawful) Frequency (by normal means) 0 (Not randomly generated) Genocidable No Weight 1450 Nutritional value 400 Size medium Resistances fire, cold, sleep, disintegration, shock, poison, acid, petrification, level drain, disease Resistances conveyed sleep The Astaphaios: can fly. has a head, a couple of arms, and a torso. regenerates HP quickly. can see invisible creatures. does not eat. (*) is not a valid polymorphable form. is a lord to its kind. is female. can follow you to other levels. is nasty. is strong. can pick up weapons and food. can pick up magical items. can be seen through infravision. never leaves a corpse. resists level drain. cannot be tamed. Raziel 7 Raziel File:Raziel.png Difficulty 41 Attacks Weapon 3d7 physical, Weapon 3d7 physical, Cast 0d7 fire, Cast 0d7 shock 7 Raziel File:Raziel.png Difficulty 41 Attacks Weapon 3d7 physical, Weapon 3d7 physical, Cast 0d7 fire, Cast 0d7 shock Base level 75 Base experience 6862 Speed 17 Base AC −7 Base MR 77 Alignment 20 (lawful) Frequency (by normal means) 0 (Not randomly generated) Genocidable No Weight 1450 Nutritional value 400 Size medium Resistances fire, cold, sleep, shock, poison, level drain Resistances conveyed sleep The Raziel: can fly. has a head, a couple of arms, and a torso. regenerates HP quickly. can see invisible creatures. does not eat. (*) is not a valid polymorphable form. is a lord to its kind. is male. can follow you to other levels. is nasty. is strong. can pick up weapons and food. can pick up magical items. can be seen through infravision. never leaves a corpse. resists level drain. cannot be tamed. Sealtiel 7 Sealtiel File:Sealtiel.png Difficulty 42 Attacks Weapon 3d7 physical, Weapon 3d7 physical, Kick 3d7 physical, Gaze attack 3d7 blinding, Cast 0d7 Quest Artifact theft 7 Sealtiel File:Sealtiel.png Difficulty 42 Attacks Weapon 3d7 physical, Weapon 3d7 physical, Kick 3d7 physical, Gaze attack 3d7 blinding, Cast 0d7 Quest Artifact theft Base level 76 Base experience 6869 Speed 17 Base AC −7 Base MR 77 Alignment 20 (lawful) Frequency (by normal means) 0 (Not randomly generated) Genocidable No Weight 1450 Nutritional value 400 Size medium Resistances fire, cold, sleep, shock, poison, level drain Resistances conveyed sleep The Sealtiel: can fly. has a head, a couple of arms, and a torso. regenerates HP quickly. can see invisible creatures. does not eat. (*) is not a valid polymorphable form. is a lord to its kind. is male. can follow you to other levels. is nasty. is strong. can pick up weapons and food. can pick up magical items. can be seen through infravision. never leaves a corpse. resists level drain. cannot be tamed. Zaphkiel 7 Zaphkiel File:Zaphkiel.png Difficulty 44 Attacks Touch 3d7 physical, Touch 3d7 physical, Gaze attack 7d7 blinding, Arrow 7d1 silver, Cast 0d7 Quest Artifact theft 7 Zaphkiel File:Zaphkiel.png Difficulty 44 Attacks Touch 3d7 physical, Touch 3d7 physical, Gaze attack 7d7 blinding, Arrow 7d1 silver, Cast 0d7 Quest Artifact theft Base level 76 Base experience 7084 Speed 17 Base AC −77 Base MR 77 Alignment 20 (lawful) Frequency (by normal means) 0 (Not randomly generated) Genocidable No Weight 1450 Nutritional value 400 Size medium Resistances fire, cold, sleep, shock, poison, level drain Resistances conveyed sleep The Zaphkiel: can fly. has a head, a couple of arms, and a torso. regenerates HP quickly. can see invisible creatures. does not eat. (*) is not a valid polymorphable form. is a lord to its kind. is male. can follow you to other levels. is nasty. is strong. can pick up weapons and food. can pick up magical items. can be seen through infravision. never leaves a corpse. resists level drain. cannot be tamed.
# File:Bronze plate mail.png File File history File usageNo higher resolution available. Bronze_plate_mail.png ‎(16 × 16 pixels, file size: 220 bytes, MIME type: image/png) A 16x16 vanilla NetHack tile of the object 'bronze plate mail'. File history Click on a date/time to view the file as it appeared at that time. Date/TimeThumbnailDimensionsUserComment current11:10, 1 August 200616 × 16 (220 bytes)BotFenix (talk | contribs)A 16x16 vanilla NetHack tile of the object 'bronze plate mail'. Category:16x16 tiles You cannot overwrite this file. File usage The following 14 pages uses this file: Bronze plate mail List of vanilla NetHack tiles NetHack 3.2.0 NetHack 3.2.1 NetHack 3.2.2 NetHack 3.2.3 NetHack 3.3.0 NetHack 3.3.1 NetHack 3.4.0 NetHack 3.4.1 NetHack 3.4.2 NetHack 3.4.3 NetHack 3.6.0 NetHack 3.7.0
# Sokoban Level 3d This is one of the new possible maps for the third level of Sokoban in SLASH'EM, and may appear as a second floor map in DynaHack and UnNetHack. It has 12 boulders and holes, leaving no spare boulders. In UnNetHack, this level may be flipped horizontally or vertically like all Sokoban levels. ---------- 0 boulder -----|.^^^^^..| ^ hole ----...-|<-----..| > starting position/downstairs |..0....---...|^-- < upstairs |.0>0.0....0..|^| |.|0--------.-|^| |.|..0..|.....|^| |.|.0.0.|.|...|^| --.|..0|.|.----|^| |..--....|.....|^| |....0.|.|.......| -----.--.........| |.0...........| |...---.......| ----- --------- Strategy The following solution may not be very fast or organized. Improvements welcome. Like all Sokoban levels it can be solved without making any boulders 'stick'. 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 "N ddrr*" means move boulder N two times down and two times to the right into a hole. Note: If a creature, e.g. a pet, followed you up the stairs to this level you may find yourself placed outside the ring of boulders. In such a case, the level is still solvable following the first steps in a different order dependent on which side of A you landed. First, you'll want to prepare the boulders as you go through the middle, around the top and out into the large open area: ---------- F dd -----|.^^^^^..| G r ----...-|<-----..| J dr |..A....---...|^-- K d |[email protected]..|^| A rr |.|F--------.-|^| E rl |.|..G..|.....|^| |.|.H.I.|.|...|^| --.|..J|.|.----|^| |..--....|.....|^| |....K.|.|.......| -----.--.........| |.L...........| |...---.......| ----- --------- The first boulders can now be funneled out through the bottom: ---------- L ____ ____ rrrr rrrr rrru uu* -----|.^^^^^..| J ll ----...-|<-----..| K d___ ____ rrrr rrrr rrru uuu* |....A..---...|^-- J ddd_ ____ rrrr rrrr rrru uuuu* |.B>C.D....E@.|^| H dddd d___ rrrr rrrr rrru uuuu u* |.|.--------.-|^| I lldd ddd_ rrrr rrrr rrru uuuu uu* |.|...G.|.....|^| |.|FH.I.|.|...|^| --.|...|.|.----|^| |..--..J.|.....|^| |......|.|.......| -----K--.........| |.L...........| |...---.......| ----- --------- The remaining boulders travel along the outside of the level in a U-shape: ---------- B l___ ____ ___ dddd ddrr rddr rrrr rrrr rruu uuuu uu* -----|.^^^^^..| A l ----...-|<-----..| C lll_ ____ ___ dddd ddrr rddr rrrr rrrr rruu uuuu uuu* |....A..---...|^-- A dlll ____ ___ dddd ddrr rddr rrrr rrrr rruu uuuu uuuu ul* |.B>C.D....E..|^| D llll l___ ___ dddd ddrr rddr rrrr rrrr rruu uuuu uuuu ull* |.|.--------.-|.| E llll llll ll_ dddd ddrr rddr rrrr rrrr rruu uuuu uuuu ulll* |.|...G.|.....|@| F uuul l___ ___ dddd ddrr rddr rrrr rrrr rruu uuuu uuuu ulll l* |.|F....|.|...|.| G lllu ull_ ___ dddd ddrr rddr rrrr rrrr rruu uuuu uuuu ulll ll* --.|...|.|.----|.| |..--....|.....|.| |......|.|.......| -----.--.........| |.............| |...---.......| ----- --------- The level is now complete: ---------- -----|..@.....| ----...-|<-----..| |.......---...|.-- |..>..........|.| |.|.--------.-|.| |.|.....|.....|.| |.|.....|.|...|.| --.|...|.|.----|.| |..--....|.....|.| |......|.|.......| -----.--.........| |.............| |...---.......| ----- --------- Next level The stairs up leads to the final level of Sokoban: Sokoban Level 4a Sokoban Level 4b Sokoban Level 4c Sokoban Level 4d Sokoban Level 4e Sokoban Level 4f
# File:Scroll.png File File history File usageNo higher resolution available. Scroll.png ‎(16 × 16 pixels, file size: 205 bytes, MIME type: image/png) A 16x16 vanilla NetHack tile of the object 'scroll'. File history Click on a date/time to view the file as it appeared at that time. Date/TimeThumbnailDimensionsUserComment current12:17, 1 August 200616 × 16 (205 bytes)BotFenix (talk | contribs)A 16x16 vanilla NetHack tile of the object 'scroll'. Category:16x16 tiles You cannot overwrite this file. File usage The following 52 pages uses this file: List of vanilla NetHack tiles Marauder's Map 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 Scroll of amnesia Scroll of change material Scroll of charging Scroll of cloning Scroll of confuse monster Scroll of confuse monster/ru Scroll of consecration Scroll of create monster Scroll of destroy armor Scroll of detect magic Scroll of earth Scroll of elementalism Scroll of enchant armor Scroll of enchant weapon Scroll of fire Scroll of flood Scroll of food detection Scroll of genocide Scroll of gold detection Scroll of identify Scroll of knowledge Scroll of light Scroll of magic mapping Scroll of mass murder Scroll of missing code Scroll of punishment Scroll of punishment/ko Scroll of recall Scroll of remove curse Scroll of reverse identify Scroll of scare monster Scroll of stinking cloud Scroll of taming Scroll of teleportation Scroll of undo genocide The Computer Level User:Kalon/NetHack 4.0.0 Template:Scroll
# Related changes Enter a page name to see changes on pages linked to or from that page. (To see members of a category, enter Category:Name of category). Changes to pages on your Watchlist are in bold. Recent changes options Show last 50 | 100 | 250 | 500 changes in last 1 | 3 | 7 | 14 | 30 daysHide registered users | Hide anonymous users | Hide my edits | Show bots | Hide minor editsShow new changes starting from 17:59, 24 July 2023 Namespace: all (Main) Talk User User talk NetHackWiki NetHackWiki talk File File talk MediaWiki MediaWiki talk Template Template talk Help Help talk Category Category talk Source Source talk Forum Forum talk Video Video talk User blog User blog talk Blog Blog talk Module Module talk  Invert selection  Associated namespaceTag filter:Page name: Show changes to pages linked to the given page instead List of abbreviations: N This edit created a new page (also see list of new pages) m This is a minor edit b This edit was performed by a bot (±123) The page size changed by this number of bytes 20 July 2023      03:09  Dragon scale mail‎ (diff | hist) . . (+93)‎ . . Noisytoot (talk | contribs) (Red dragon scale shields do not grant flying in dNetHack) 19 July 2023      17:18  Dragon scale mail‎‎ (3 changes | history) . . (+179)‎ . . [Noisytoot‎ (3×)]       17:18 (cur | prev) . . (+35)‎ . . Noisytoot (talk | contribs) (dNetHack has deep DSM too)       16:49 (cur | prev) . . (+26)‎ . . Noisytoot (talk | contribs) (Orange DSM also grants hallucination resistance in dNetHack)       16:46 (cur | prev) . . (+118)‎ . . Noisytoot (talk | contribs) (Update dragon scale mails for dNetHack. Red DSM grants flying, shimmering DSM grants infinite range see invisible, and deep DSM grants drain resistance and unchanging.)
# User:Mandevil List of pages where I am the principal author: Notable Players Ruins of Moria Wands Balance Patch
# Talk:Your mind fails to lock onto that location How is this a disambiguation page? --ZeroOne 19:01, 21 August 2006 (UTC) The message applies to any targetted spell, not just one, i.e. there is no single page to redirect it to. --Jayt 19:10, 21 August 2006 (UTC) Well, yes, but labeling it as a disambiguation page is still confusing. It says "This is a disambiguation page: a list of articles associated with the same title.". However, there is no list. --ZeroOne 19:18, 21 August 2006 (UTC) OK, I listed targeted spells. --Jayt 19:33, 21 August 2006 (UTC)
# Related changes Enter a page name to see changes on pages linked to or from that page. (To see members of a category, enter Category:Name of category). Changes to pages on your Watchlist are in bold. Recent changes options Show last 50 | 100 | 250 | 500 changes in last 1 | 3 | 7 | 14 | 30 daysHide registered users | Hide anonymous users | Hide my edits | Show bots | Hide minor editsShow new changes starting from 17:44, 24 July 2023 Namespace: all (Main) Talk User User talk NetHackWiki NetHackWiki talk File File talk MediaWiki MediaWiki talk Template Template talk Help Help talk Category Category talk Source Source talk Forum Forum talk Video Video talk User blog User blog talk Blog Blog talk Module Module talk  Invert selection  Associated namespaceTag filter:Page name: Show changes to pages linked to the given page instead List of abbreviations: N This edit created a new page (also see list of new pages) m This is a minor edit b This edit was performed by a bot (±123) The page size changed by this number of bytes 24 July 2023      00:16  Amulet of ESP‎ (diff | hist) . . (-12)‎ . . Umbire the Phantom (talk | contribs) (lede, desc) 22 July 2023      20:27  Rogue‎‎ (2 changes | history) . . (-21)‎ . . [Umbire the Phantom‎; Coz‎]  m    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)       14:16 (cur | prev) . . (+8)‎ . . Coz (talk | contribs) (Added more links to Grayswandir and Stormbringer)      06:37  Black light‎ (diff | hist) . . (+181)‎ . . Umbire the Phantom (talk | contribs) (→‎Variants: Grunt) 21 July 2023      19:49  Protection from shape changers‎ (diff | hist) . . (-35)‎ . . Umbire the Phantom (talk | contribs) (→‎Strategy: *) 20 July 2023      15:39  Trap door‎ (diff | hist) . . (+11)‎ . . Coz (talk | contribs) (Added links to wand of locking and spell of wizard lock)      10:30  Rogue‎ (diff | hist) . . (+4)‎ . . Coz (talk | contribs) (Added link to the Master Key of Thievery)
# User talk:Arimja Welcome! Welcome! Hi, Arimja! Welcome, and thanks for joining NetHackWiki! The How to help and Style guide pages are excellent starting points. Special:Recentchanges is a great first stop, because you can see what other people are editing right this minute, and where you can help. Questions? Need help? You can ask at the Community Portal, the forum, or on the discussion page associated with each article! Just remember to sign those posts with four tildes: ~~~~. That will expand to create a signature. You can put {{NAOplayer|NAO player account}} on your user page to link to your NAO player account. Capitalization matters. We are really happy to have you here, and look forward to working with you! This is an automated greeting. -- New user message (talk) 13:03, 8 November 2018 (UTC)
# Property A property is any of several on-or-off traits of the hero or a monster. Properties include the resistances, the effects of rings, the temporary effects of certain potions, negative effects (as confusion, stoning), and others. A property may be intrinsic or extrinsic. Intrinsic and extrinsic properties are binary; you either have it or you don't. Thus numerical traits (as alignment record, dexterity, luck, prayer timeout, etc.) are not properties in this sense. Enlightenment will reveal many properties of the hero, along with some other traits. Contents 1 Intrinsic versus extrinsic 2 List of properties 2.1 Intrinsic properties 2.2 Extrinsic properties 2.3 Intrinsics that always time out 2.4 Intrinsics that cause harm on time out 3 Commentary 4 Source code 4.1 References Intrinsic versus extrinsic In NetHack, an intrinsic is any property that your character has internally, while an extrinsic is any property that your character derives from using, carrying or wearing an item. You gain an extrinsic when you wield, wear or put on an item that provides it. The item is typically a ring, amulet, armor or artifact. For example, the amulet of ESP or the helm of telepathy can grant extrinsic telepathy; the extrinsic goes away when you take off the item. Some nice quest artifacts provide an extrinsic when carried; in that case, the extrinsic goes away when you drop or lose the artifact, or place it in a container. There are more ways to gain an intrinsic. You might gain it as an innate property of your role or race. For some innate properties, you need to first reach a certain experience level. For example, a Barbarian starts with poison resistance and gains intrinsic speed at level 7. You might gain it "from outside". The principal ways to do this are crowning, eating certain corpses, eating jewelry or sitting on thrones. The gremlin has an attack that may steal one of eleven intrinsics. Also, you can lose an innate property if something drains you below the required level. Eating a disenchanter corpse may also remove one of the same intrinsics that gremlin attacks affect. List of properties The following tables provide a brief description of each property that the hero might have, and some notable sources of that property. (The property may have other sources.) The individual articles for each property might provide more details. The left column also gives the associated constant from prop.h, if any. The right column may refer to a monster flag (like M1_FLY); then you may search monst.c to find a monster with that flag for polymorph. Intrinsic properties It is possible to receive any of these properties as intrinsics that never time out. Some are also available as extrinsics, or as temporary intrinsics. This list includes each property that may be intrinsic, even if the only way is to eat the correct ring. (Eating a ring has a chance of failing to convey the property!) Common nameof property DescriptionNotable sources fire resistanceFIRE_RES Prevents fire damage, but does not fireproof your inventory. Be a Monk at level 11, or a Priest at level 20 Eat a corpse (see fire resistance page) Put on or eat a ring of fire resistance Polymorph into a resistant monster (MR_FIRE) cold resistanceCOLD_RES Prevents cold damage, but does not protect your potions. Be a Valkyrie Be a Monk at level 13 Eat a corpse (see cold resistance page) Put on or eat a ring of cold resistance Polymorph into a resistant monster (MR_COLD) sleep resistanceSLEEP_RES Prevents sleep. Alternatively, free action works for potions only. Be an elf at level 4 Eat a corpse (see sleep resistance page) Eat a ring of free action (wearing it would provide free action) Polymorph into a resistant monster (MR_SLEEP) disintegration resistanceDISINT_RES Prevents instadeath from black dragon breath (or use reflection to block the breath); also the only way to prevent instadeath from wide-angle disintegration beams. Eat a black dragon corpse Polymorph into a resistant monster (MR_DISINT) shock resistanceSHOCK_RES Prevents damage from electric attacks, but does not defend rings or wands. Be a Monk at level 15 Eat a corpse (see shock resistance page) Put on or eat a ring of shock resistance Polymorph into a resistant monster (MR_ELEC) poison resistancePOISON_RES Prevents poisoning, also prevents the instadeath from poison. Be an orc, Barbarian, or Healer Be a monk at level 3 or a Tourist at level 20 Eat a corpse (see poison resistance page) Wear an amulet versus poison or ring of poison resistance Polymorph into a resistant monster (MR_POISON) regenerationREGENERATION Increases the rate of recovery of your hit points, so that they sooner return to maximum. Put on or eat a ring of regeneration Wield the Staff of Aesculapius Polymorph into a monster with M1_REGEN; examples include trolls, vampires and werecreatures searchingSEARCHING Automatically search squares around you, increasing the chance that you notice hidden doors or traps. Be a Ranger Be a Monk at level 9, or an Archaeologist, Rogue, or Tourist at level 10 Put on or eat a ring of searching Wield Excalibur see invisibleSEE_INVIS Allows you to see invisible monsters (and in SLASH'EM, invisible objects). Be a Ranger at level 15 Quaff potion of see invisible (only permanent if blessed) Put on or eat a ring of see invisible Eat a stalker corpse while invisible Polymorph into a monster with M1_SEE_INVIS Drink from a fountain. invisibleINVIS Makes you invisible. Monsters may struggle to find you and miss with their attacks. Quaff a potion of invisibility (only permanent if blessed) Zap oneself with a wand of make invisible Wear a cloak or ring of invisibility. Eat a stalker corpse while temporarily invisible Polymorph into a stalker (causes stunning) or a black light Invoke the Orb of Detection teleportation/teleportitisTELEPORT Every few turns, randomly teleports you around the dungeon level. (Sometimes) eat a leprechaun, nymph, tengu, or the Wizard of Yendor Put on or eat a ring of teleportation Polymorph into a monster with M1_TPORT teleport controlTELEPORT_CONTROL When you teleport, allows you to choose your destination tile. Be a Monk or Wizard at level 17 (Sometimes) eat a tengu or the Wizard of Yendor Put on or eat a ring of teleport control Carry the Master Key of Thievery Polymorph into a tengu (M1_TPORT_CNTRL) polymorph/polymorphitisPOLYMORPH Every few turns, randomly polymorphs you into another monster type. Put on or eat a ring of polymorph polymorph controlPOLYMORPH_CONTROL When you polymorph, allows you to choose the type of monster to become. Put on or eat a ring of polymorph control (In SLASH'EM) be a Doppelganger at level 9 levitationLEVITATION You float in the air, and cannot reach the floor! However, you can pass over moats, trap doors and pits (except the pits in Sokoban, due to air currents). Quaff a potion of levitation (temporary) Cast the spell from a spellbook of levitation (temporary) Wear a ring of levitation or boots of levitation Eat a ring of levitation (temporary) Invoke the Heart of Ahriman stealthSTEALTH Allows you to move around quietly, so that your steps do not wake sleeping monsters. Some roles have innate stealth (see stealth page) Wear elven boots, elven cloak, or ring of stealth Receive a favor from your god when praying aggravate monsterAGGRAVATE_MONSTER Increases probability that nearby sleeping monsters notice you and wake. (For all heroes but cavemen and orcs) eating cat or dog meat, or eating your own race Sacrificing a dead pet at an altar Wear or eat a ring of aggravate monster conflictCONFLICT Monsters will attack other nearby monsters (including you), disregarding their tame/peaceful/hostile status. Put on or eat a ring of conflict Invoke the Sceptre of Might protectionPROTECTION Indicates that you either have intrinsic divine protection, or wear an item of protection, for the purpose of the enlightenment message. Buy divine protection by donating to priests Wear a cloak of protection or ring of protection Receive a favor from your god when praying protection from shape changersPROT_FROM_SHAPE_CHANGERS Forces shapeshifters and chameleons to stay in normal form. Put on or eat a ring of protection from shape changers warningWARNING Labels unseen, undetected nearby monsters with a danger indicator from 1 to 5. Be a Monk at level 7, some roles at level 15 Put on or eat a ring of warning Carry the Master Key of Thievery or the Orb of Fate hungerHUNGER Increases the rate that you lose nutrition. This is bad, unless you are trying to make room for your next meal. Put on or eat a ring of hunger telepathyTELEPAT Intrinsic telepathy allows you to sense most monsters (except mindless monsters), but only when you are blind. Eat a floating eye (100% chance) or (master) mind flayer corpse (50% chance, 100% if at maximum intelligence) Receive a favor from your god when praying Extrinsic telepathy also functions in a limited radius when you are not blind. Wear an amulet of ESP or helm of telepathy Carry the Longbow of Diana, the Orb of Detection, the Magic Mirror of Merlin, or the Platinum Yendorian Express Card speedFAST Intrinsic speed makes you fast, allowing four moves for every three turns. Zap yourself with a wand of speed monster Eat a quantum mechanic corpse to toggle the intrinsic Receive a favor from your god when praying Extrinsic speed, and temporary intrinsic speed, make you very fast, allowing five moves every three turns. Quaff a potion of speed Wear speed boots food appraisal Before eating something, warns you of any bad effects that might result, and allows you to abort. Lost after activating once. Read a blessed scroll of food detection Cast detect food at skilled or expert unbreathingMAGICAL_BREATHING Allows you to survive without breathing. You can go underwater. You will not choke on your food. Put on or eat an amulet of magical breathing Polymorph into a breathless monster (M1_BREATHLESS) amphibiousness Allows you to breathe both in the air and underwater. You can go underwater. Polymorph into an amphibious monster, such as any ; (M1_AMPHIBIOUS) Be breathless jumpingJUMPING Allows you to land on another tile in one move. Be a Knight Wear jumping boots Read spellbook of jumping (provides a spell instead of the property) infravisionINFRAVISION Your eyes sense the heat from warm monsters, making them visible to you, even in unlit places. Play as a dwarf, elf, gnome or orc (these have M3_INFRAVISION) Polymorph into a monster with M3_INFRAVISION Extrinsic properties There are no sources that provide any of these properties as an intrinsic (without polymorphing), but they have extrinsic sources: Common nameof property DescriptionNotable sources acid resistanceACID_RES Prevents acid damage (from yellow dragon breath, or from eating acidic corpses), but does not rustproof your armor. Wear an alchemy smock or yellow dragon scale mail Polymorph into a resistant monster (MR_ACID) stoning resistanceSTONE_RES Prevents the stoning process. This is one way to fight cockatrices and chickatrices. Polymorph into a resistant monster (MR_STONE), such as a cockatrice, elemental, gargoyle or black naga (In SLASH'EM) wear an amulet versus stone sliming resistance Provides immunity to the sliming process; this protects against the slime attack of the green slime.[1] Polymorph into a green slime, fire vortex, flaming sphere, fire elemental or salamander Be unchanging drain resistanceDRAIN_RES Protects against loss of experience levels, for example from the drain life attack of monsters. Prevents instadeath from drain below level 1. Wield Stormbringer or Excalibur or the Staff of Aesculapius Polymorph into any undead monster, demon or werecreature[2] adornmentADORNED Indicates that you wear a ring of adornment (of any enchantment). This intrinsic allows an enlightenment message to be displayed. Wear a ring of adornment (note: charisma is modified by the ring's enchantment) reflectionREFLECTING Bounces gaze and ray attacks away from you, so that they do not affect you. Wear silver dragon scale mail Wear a shield of reflection or amulet of reflection Wield the Longbow of Diana Polymorph into a silver dragon (not the baby form) life savingLIFESAVED When you die, the worn amulet of life saving will resurrect you. Wear an amulet of life saving (do not eat this amulet!) magic resistanceANTIMAGIC Prevents damage from certain traps, from magic missile and certain other magic attacks, and rays/fingers of death, among other useful benefits. Wear a cloak of magic resistance or gray dragon scale mail Wield Magicbane Carry certain quest artifacts phasingPASSES_WALLS You can walk through walls. This is useful for taking shortcuts without digging them, and fleeing from certain places. However, this property has no effect in Sokoban. Polymorph into a xorn or earth elemental (In SLASH'EM) cast the spell passwall. hallucination resistanceHALLUC_RES Prevents the effects of hallucination. Wield Grayswandir fumblingFUMBLING Causes you to sometimes trip while walking, accidentally drop items, fall down stairs, and have other such problems. Wear gauntlets of fumbling or fumble boots water walkingWWALKING You can cross water by walking on its surface (as an alternative to using levitation, magical breathing or swimming). If the boots are fireproof, they may also be used to cross lava. Wear water walking boots displacementDISPLACED Produces a displaced image of you on a nearby square, such that monsters sometimes attack the image and miss you. Wear a cloak of displacement (In SLASH'EM) wear shimmering dragon scale mail clairvoyanceCLAIRVOYANT Every few turns, the map of the area around you appears in your mind. This helps explore new areas and discover hidden paths. Buy temporary clairvoyance by donating to priests Be a Wizard and wear a cornuthaum Carry the Amulet of Yendor energy regenerationENERGY_REGENERATION Your power increases toward maximum at a much faster rate, allowing you to frequently cast spells (if you have enough nutrition). Carry the Eye of the Aethiopica half spell damageHALF_SPDAM Carry the Orb of Detection, the Platinum Yendorian Express Card, the Orb of Fate or the Eye of the Aethiopica half physical damageHALF_PHDAM Carry the Master Key of Thievery or the Orb of Fate sickness resistanceSICK_RES Provides complete immunity to sickness--both illness and food poisoning. Polymorph into a ghoul or any fungus free actionFREE_ACTION Prevents paralysis in most cases. Makes the potion of sleeping harmless, but does not prevent other forms of sleep. Reduces stunning from monster spells to one turn. Wear a ring of free action (eating it would grant sleep resistance) swimmingSWIMMING Enables you to swim across water. This differs from levitation (to float across water) and breathless (to go underwater). Polymorph into a swimming monster (M1_SWIM) Ride a swimming steed (In SLASH'EM) wear gauntlets of swimming sustain abilityFIXED_ABIL Prevents changes to your six attributes. Prevents the effects of exercise and abuse. Put on a ring of sustain ability (eating never works) flyingFLYING Enables you to fly above the ground. Flight is better than levitation, because you may reach the ground and fly down stairs. Polymorph into a flying monster, such as a dragon (M1_FLY) Ride a flying steed (In SLASH'EM) wear an amulet of flying unchangingUNCHANGING Holds you to your current form. Use this to prevent unwanted polymorph, or to remain forever in your polymorphed form. Wear an amulet of unchanging slow digestionSLOW_DIGESTION Decreases the rate that you lose nutrition, allowing you to survive longer before starvation. Also prevents purple worms from digesting you. Put on a ring of slow digestion (ring is inedible) warned of monster typeWARN_OF_MON, WARN_UNDEAD Detects all monsters on the dungeon level that match certain monster types. To be warned of orcs, wield Sting (In SLASH'EM) To be warned of undead, be an Undead Slayer at level 1, or Necromancer at level 3 Intrinsics that always time out You may receive any of these properties in this table as a temporary intrinsic, but not as a permanent intrinsic. After a specific number of turns, you lose the temporary intrinsic. That may be well, because most of these properties have bad effects; you would want them to wear off over time. Common nameof property DescriptionNotable sources stunSTUNNED Movement commands may cause you to step in a random direction, and you may hit pets by mistake. Direction of Zapping, spellcasting and firing also has a high chance of being randomized. Prevents teleport control. Attempt to cast a forgotten spell (sometimes). Eat a bat, giant bat or stalker corpse. Get hit by the Stun monster spell, or the stunning gaze attack of Baalzebub and Archons. Polymorphing into a bat, giant bat, vampire bat, raven or stalker. confusionCONFUSION Among other effects, you will mispronounce any scroll that you read (causing the scroll to have an alternate effect), and you will have trouble with spells and spellbooks. Attempt to cast a forgotten spell (sometimes). Get hit by the confusing gaze attack of an umber hulk blindnessBLINDED Disables your eyes, blocking your sight (unless you wear the Eyes of the Overworld). Intrinsic blindness will heal eventually, or you may use a cure such as a carrot. Attack of a raven, explosion of a yellow light. The only cure for extrinsic blindness is to remove whatever is blocking your eyes. Cream pie will eventually fall off and can also by removed by the #wipe command. Wear a blindfold or a towel. Polymorph into a monster without eyes (M1_NOEYES). restful sleepSLEEPING You keep falling asleep. Wear an amulet of restful sleep. paralysis You become immobile and miss a number of turns. Quaff a potion of paralysis, or let a monster throw it at you. wounded legsWOUNDED_LEGS Among other effects, you can carry less weight, and you cannot jump or kick. Jump out of a bear trap. Kick wall, object, or nothing (sometimes). Get hit by a xan's attack. Step on a land mine. hallucinationHALLUC Gives a random appearance to any monster or object on the map, so that you do not know who or what you see. In SLASH'EM, hallucination also distorts the view of objects on the same square as you, including your inventory. Eat a yellow mold or violet fungus. Explosion of a black light. slippery fingersGLIB Causes wielded objects to drop from your grasp. Eat greasy food from a tin. Applying a cursed can of grease or choosing "-" as a target for a non-cursed one. invulnerabilityINVULNERABLE Blocks all damage and prevents most causes of death. (In vanilla) only available as the "shimmering light" during prayer. (In SLASH'EM) a weaker form of invulnerability can be obtained by quaffing a potion of invulnerability. monster detectionDETECT_MONSTERS Detect all monsters on the dungeon level. This property is only available as a temporary intrinsic. Quaff a potion of monster detection. Read a spellbook of detect monsters and cast the spell. Intrinsics that cause harm on time out These temporary intrinsics do not only time out and go away, they also cause do something (typically to cause instadeath) when they time out. When you have one of these properties, you only have some number of turns to remove the property and avoid its time-out effect. Common nameof property DescriptionNotable sources sicknessSICK A fatal illness; you must cure this or it becomes an instadeath. Receive food poisoning by eating a very old corpse Receive illness from the attack of Demogorgon, Juiblex, Scorpius or Pestilence stoningSTONED Gradual stiffening will turn you into a statue (causing instadeath). Attack from a monster wielding a cockatrice corpse nausea/vomitingVOMITING Can cause stun and confusion; when nausea times out, you spew part of your food and lose some nutrition.[3] Eat a tripe ration or a rotten egg strangulationSTRANGLED Your amulet will strangle you to instadeath in five turns, unless you can somehow remove it before then. Wear an amulet of strangulation slimeSLIMED Green slime will overtake your body and kill you, unless you can somehow remove the slime or gain sliming resistance before that happens. Attack from a green slime Eat a green slime corpse Commentary The adjective intrinsic refers to something that is internal, inherit, within the body. We also use the term as a noun. The antonym of intrinsic is extrinsic. Oddly, sometimes we also use the term "intrinsic" to refer to any property, whether that property is intrinsic or extrinsic. For example, we might refer to an "intrinsic" from a ring, though the ring is external to the character. This leads to oxymoronic phrases such as "extrinsic intrinsic". The usage of "intrinsic" to mean "extrinsic" occurs in other pages on this wiki, and even within the source code of NetHack. For example, the comment at the top of wield.c refers to wielded weapons conveying intrinsics, though they would actually convey extrinsics. The set_artifact_intrinsic function in artifact.c is another example of this usage. The mintrinsics field of struct monst stores information about both intrinsic and extrinsic resistances of the monsters.[4] The struct prop that tracks properties has only separated "intrinsic" and "extrinsic" since NetHack 3.3.0.[5] One can justify the use of "intrinsic" to mean "extrinsic". For example, an amulet versus poison may be extrinsic to your body, but when you wear it, the effect spreads inside your body and becomes intrinsic. When you eat that kobold shaman corpse, or land on poison in a spiked pit, then the poison enters your body but has no effect. There must be some intrinsic defense in your body that stops the poison, though the ring remains outside on your finger. This explanation would not work so well for an amulet of reflection. If you quaff a potion that provides a property, it is an intrinsic or extrinsic property? One argument states that the contents of the potion enters your body, so the property must be intrinsic. (A look at struct prop supports that argument.) The other argument states any property from an item, including a potion, is an extrinsic. The potion of blindness seems to grant intrinsic blindness (not extrinsic blindness, which you could #wipe away), but the potion of speed seems to grant extrinsic speed, equivalent with speed boots. If you acquire a property through polymorph, it is an intrinsic or extrinsic property? One argument notes that the property is intrinsic to your current form; the other argument provides that your current form is extrinsic to your true form. Source code For details, see prop.h The source code defines most of the properties at prop.h, line 8. Each property has a representative integer constant. Particularly in objects.c and artilist.h, the integer constants assign the properties granted by using certain items. The integer constants also serve as array indexes into the u.uprops, an array of struct prop that records the source of each of the hero's intrinsics and extrinsics. While food appraisal and paralysis do not have constants in prop.h, they behave like other intrinsics, thus their inclusion in the lists on this page. References ↑ mhitu.c, line 1524, mondata.h, line 51 ↑ mondata.c in NetHack 3.4.3, line 73 ↑ timeout.c in NetHack 3.4.3, line 51 ↑ monst.h, line 63, mondata.h, line 14, mondata.c, line 23, worn.c, line 260 ↑ NetHack 3.2.0/you.h, line 108, NetHack 3.3.0/prop.h, line 78
# 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 § 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.
# Talk:Tin opener Simple Question - Is a tin opener metal? -HappyFoppy It's made out of iron. --Paxed 10:01, 14 May 2007 (UTC) If you want to find out the material of any other object, take a look in objects.c. (Teach a man to fish, and all that.) Most of the time the material doesn't make much difference, so most of the item infoboxes don't include it. -- Killian 11:03, 14 May 2007 (UTC) Can you feed a tin to your dog by opening the tin somehow? — Preceding unsigned comment added by Slarty (talk • contribs) No. Pets will never eat tins, although you can throw a tin at a hostile domestic animal to make it peaceful. -- Qazmlpok 23:39, May 26, 2010 (UTC) Pet xorns, rock moles, and rust monsters can eat tins. Probably not what you want ... Tjr 08:28, May 27, 2010 (UTC) Are you sure? I had thought that was the case (I know the player can eat a tin directly when polymorphed), but I tried it in wizard mode and neither a pet rock mole or xorn would eat the tin I gave it. I don't think the contents should matter for this, or do they? -- Qazmlpok 11:39, May 27, 2010 (UTC) Ok, I didn't wiz-test. I have observed xorns (even pets) eat metal junk, and players in xorn form can eat tins. At least in the latter case, the contents do matter. Tjr 17:39, May 27, 2010 (UTC)
# DeathOnAStick DeathOnAStick is a NetHack player, famous in the NetHack community for their year-and-a-half-long game on nethack.alt.org, which ran from 2004-04-17 to 2005-11-27. They spent much of this time arduously polypiling rocks into gems and collecting pet giants to carry the abundant bags of gems for them. After killing the Wizard of Yendor on dungeon level 1 and despite already being at experience level 30, they drank a potion of gain level found on his corpse. It was cursed, as it turned out. Upon reaching the Plane of Earth, they desperately checked their inventory, and indeed they were carrying no gems. At this point, they went idle for 38 seconds. A few of their entourage of giants had been close enough to be dragged into the Planes with them, but they were either killed off or left behind at the inter-plane portals. Ultimately, the only gems DeathOnAStick had at their ascension were 2 dilithium crystals found on the Astral Plane. They tried again years later, ascending after 405 hours on August 16, 2010 with over 8,000 gems. See also Lessons learned the hard way Bad Idea YASD External links NAO profile
# Heaven piercer p heaven piercer Difficulty 20 Attacks Bite 4d6 stunning p heaven piercer Difficulty 20 Attacks Bite 4d6 stunning Base level 18 Base experience 508 Speed 8 Base AC 0 Base MR 0 Alignment 0 (neutral) Frequency (by normal means) 3 (Rare) Genocidable Yes Weight 400 Nutritional value 300 Size medium Resistances fire, cold, acid Resistances conveyed fire A heaven piercer: can cling to the ceiling. can blend in with its surroundings. cannot pick up items. has no eyes. has no hands. has no limbs. is an animal. is carnivorous. is normally generated hostile. appears only in Gehennom. cannot be tamed. The heaven piercer, p, is a type of piercer that appears in dNetHack. Eating a heaven piercer corpse will temporarily grant fire resistance. Generation Heaven piercers only generate in Gehennom. Strategy Heaven piercers are much stronger and faster than glass piercers, and have cold resistance unlike most other monsters in Gehennom. Their bite attack can also stun the player. However, they are still somewhat slow and not likely to be much of a challenge by the time you encounter them.
# File:Orc.png File File history File usageNo higher resolution available. Orc.png ‎(16 × 16 pixels, file size: 217 bytes, MIME type: image/png) A 16x16 vanilla NetHack tile of the monster 'orc'. File history Click on a date/time to view the file as it appeared at that time. Date/TimeThumbnailDimensionsUserComment current08:58, 1 August 200616 × 16 (217 bytes)BotFenix (talk | contribs)A 16x16 vanilla NetHack tile of the monster 'orc'. 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 Orc (monster) User:EasterlyIrk/Scratchpad
# Data Librarian Data Librarian, or dlb, is a small utility program that is used to pack all static files NetHack needs into a single "data library" file. This is only used if NetHack was compiled with DLB defined in config.h. Source code for this program is in util/dlb_main.c. The default name for the library file is "nhdat". This page is a stub. Should you wish to do so, you can contribute by expanding this page.
# Related changes Enter a page name to see changes on pages linked to or from that page. (To see members of a category, enter Category:Name of category). Changes to pages on your Watchlist are in bold. Recent changes options Show last 50 | 100 | 250 | 500 changes in last 1 | 3 | 7 | 14 | 30 daysHide registered users | Hide anonymous users | Hide my edits | Show bots | Hide minor editsShow new changes starting from 17:32, 24 July 2023 Namespace: all (Main) Talk User User talk NetHackWiki NetHackWiki talk File File talk MediaWiki MediaWiki talk Template Template talk Help Help talk Category Category talk Source Source talk Forum Forum talk Video Video talk User blog User blog talk Blog Blog talk Module Module talk  Invert selection  Associated namespaceTag filter:Page name: Show changes to pages linked to the given page instead List of abbreviations: N This edit created a new page (also see list of new pages) m This is a minor edit b This edit was performed by a bot (±123) The page size changed by this number of bytes 23 July 2023      22:42  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) 22 July 2023      23:38  Wish‎ (diff | hist) . . (+547)‎ . . Umbire the Phantom (talk | contribs) (→‎GruntHack: copyedit + add some IRC recommendations)
# User talk:Popscythe I'm really happy to have you here, and look forward to working with you! -- Paxed (Talk) 04:24, 19 August 2009 NetHack Quaffing Game This is an interesting YANI (Yet Another New Idea), and I'm assuming good faith in your promoting it. But rec.games.roguelike.nethack might be a better place to promote it. Practically everyone who plays NetHack has YANIs, and if posting them here were encouraged, it'd be that much harder to find existing facts about the game. The article on RGRN will tell you how to get there.--Ray Chason 21:11, September 2, 2009 (UTC)
# Dragon (SLASH'EM) D shimmering dragon Difficulty 25 Attacks Breath 4d6 magic missiles, bite 3d8, claw 1d4, claw 1d4 D shimmering dragon Difficulty 25 Attacks Breath 4d6 magic missiles, bite 3d8, claw 1d4, claw 1d4 Base level 18 Base experience 696 Speed 9 Base AC -8 Base MR 20 Alignment 4 (lawful) Frequency (by normal means) 3 (Rare) Genocidable Yes Weight 4500 Nutritional value 1500 Size Gigantic Resistances None Resistances conveyed None A shimmering dragon: can fly. has no hands. has a thick hide. can lay eggs. can see invisible creatures. is carnivorous. is normally generated hostile. is nasty. is strong. likes gold. likes gems. can pick up magical items. Reference SLASH'EM_0.0.7E7F2/monst.c#line2242 D deep dragon Difficulty 27 Attacks Breath 4d10 poisonous, bite 4d8 drain life, claw 3d4, claw 3d4 D deep dragon Difficulty 27 Attacks Breath 4d10 poisonous, bite 4d8 drain life, claw 3d4, claw 3d4 Base level 18 Base experience 720 Speed 9 Base AC -4 Base MR 20 Alignment -6 (chaotic) Frequency (by normal means) 3 (Rare) Genocidable Yes Weight 4500 Nutritional value 1500 Size Gigantic Resistances level drain, poison Resistances conveyed poison (100%) A deep dragon: can fly. has no hands. has a thick hide. can lay eggs. can see invisible creatures. is poisonous to eat. is carnivorous. is normally generated hostile. is nasty. is strong. likes gold. likes gems. can pick up magical items. hits creatures as a +3 weapon. may turn against you when tame. Reference SLASH'EM_0.0.7E7F2/monst.c#line2252 D baby shimmering dragon Difficulty 6 Attacks Bite 2d6 D baby shimmering dragon Difficulty 6 Attacks Bite 2d6 Base level 4 Base experience 63 Speed 9 Base AC -4 Base MR 10 Alignment 0 (neutral) Frequency (by normal means) 2 (Quite rare) Genocidable Yes Weight 500 Nutritional value 500 Size Huge Resistances None Resistances conveyed None A baby shimmering dragon: can fly. has no hands. has a thick hide. is carnivorous. is normally generated hostile. is strong. likes gold. likes gems. Reference SLASH'EM_0.0.7E7F2/monst.c#line2160 D baby deep dragon Difficulty 6 Attacks Bite 2d6 poisonous D baby deep dragon Difficulty 6 Attacks Bite 2d6 poisonous Base level 4 Base experience 52 Speed 9 Base AC 0 Base MR 10 Alignment 0 (neutral) Frequency (by normal means) 2 (Quite rare) Genocidable Yes Weight 500 Nutritional value 500 Size Huge Resistances None Resistances conveyed None A baby deep dragon: can fly. has no hands. has a thick hide. is carnivorous. is normally generated hostile. is strong. likes gold. likes gems. Reference SLASH'EM_0.0.7E7F2/monst.c#line2167 There are a few significant differences between dragons in vanilla NetHack and dragons in SLASH'EM. Contents 1 New dragon varieties 2 Differences between NetHack dragons and SLASH'EM dragons 3 Raising SLASH'EM baby dragons into adults 4 References New dragon varieties SLASH'EM adds two new dragons to the nine present in NetHack: the Shimmering D and Deep D dragons. Dragon scale mail made from their scales provide displacement and drain resistance respectively. While shimmering dragon scale mail gives displacement, the dragons themselves do not have displacement in the sense that the displacer beast or a player wearing a cloak of displacement does. Rather, they have a lower armor class than the typical dragon, -8 instead of -4, and are thus harder to hit, simulating displacement. Shimmering dragons' breath attack is magic missiles, and they thus possess player-style magic resistance.[1] Their corpses do not confer any intrinsics. They are also a deferred feature in vanilla NetHack. Deep dragons have drain resistance and poison resistance, and their breath attack is poison gas. Their bite attack can also drain levels from their victims. Their corpses are poisonous, but have a 100% chance of giving poison resistance. Wearing deep dragon scale mail confers drain resistance, a property of considerably more importance in SLASH'EM than in vanilla, given the abundance of wands of draining. Differences between NetHack dragons and SLASH'EM dragons SLASH'EM baby dragons have a base level of 4 instead of 12. Also, unlike in NetHack, where baby dragons are never randomly generated except in aligned dungeon levels and branches (Oracle, Gnomish Mines, Sokoban, Medusa, Vlad's Tower), SLASH'EM randomly generates baby dragons on ordinary levels (with a frequency of "2"). This means that a SLASH'EM player will encounter baby dragons earlier and more frequently than a NetHack player. On the other hand, SLASH'EM adult dragons have a base level of 18 instead of 15, and many places that normally have guaranteed adult dragons in NetHack, such as Fort Ludios or The Castle, can now have baby dragons as well. As a result of the changed monster polymorph rules, increased difficulty of adult dragons, removal of most guaranteed adult dragons, and increased level difference between adult and baby forms, dragon scale mail is significantly harder to come across in SLASH'EM without using reverse genocide or a wish. SLASH'EM dragons also have additional characteristics not present in NetHack. For example, most baby dragons (all of them except deep, silver, shimmering) hit as a +1 weapon, and most adult dragons (all of them except silver and shimmering) hit as a +3 weapon. Interestingly, deep, blue, black, white, red, and orange adult dragons have a chance of turning traitor, while shimmering, gray, silver, green, and yellow ones do not. In other words, chaotic dragons can turn traitor, and lawful ones cannot, with one exception (orange). Raising SLASH'EM baby dragons into adults The much greater difference in base level between baby and adult dragons in SLASH'EM makes it significantly more difficult for tame baby dragons to gain enough experience to grow up into adults. The rat level, with its large number of weak, slow monsters is a safe place to let pets gain a large amount of experience. Note that the Rat King himself can still be quite dangerous. References ↑ See SLASH'EM 0.0.7E7F2/mondata.c#line80; this is how monsters gain intrinsic magic resistance, with baby gray dragons being a special case
# Cold resistance Cold resistance is a fairly important resistance to have. It will protect against most cold attacks and reduce slipping on ice. However, most cold attacks will still freeze potions, destroying them. Cold resistance is fairly easy to obtain through eating corpses. White dragons provide cold resistance, as do most "cold" monsters, like blue jellies and winter wolves. The Valkyrie starts out with intrinsic cold resistance, being from the frigid Northlands, and Monks get cold resistance at XL 13; any character may gain resistance by crowning. Extrinsic sources of cold resistance include white dragon scales, white dragon scale mail, and the ring of cold resistance, as well as Frost Brand when wielded. Monsters that are resistant to cold but not to fire are considered vulnerable to fire and take double damage from fireballs[1] and 7 more points of damage from rays of fire.[2] This never applies to your character, even while polymorphed. Contents 1 Sources 2 Messages 3 External links 4 References Sources Intrinsic cold resistance can be obtained from eating the following corpses and globs: Monster Conduct Difficulty Chance Notes brown mold vegan 2 3% gray ooze vegetarian 4 7% acidic brown pudding vegetarian 6 7% acidic black pudding meaty 12 7% acidic gelatinous cube vegan 6 10% acidic flesh golem meaty 10 12% blue jelly vegan 5 13% Chromatic Dragon meaty 23 17% poisonous, Caveman quest nemesis winter wolf cub meaty 7 33% yeti meaty 7 33% frost giant meaty 13 33% winter wolf meaty 9 47% ice troll meaty 12 60% white dragon meaty 20 100% Messages You feel full of hot air. You gained intrinsic cold resistance by eating a corpse or tin. You feel warm! You gained intrinsic cold resistance by gaining a level. You feel cooler! You lost intrinsic cold resistance due to level drain or a gremlin attack. You feel mildly chilly. You were frozen, but suffered no damage due to cold resistance. External links Eating Corpses For Food And Intrinsics References ↑ src/explode.c in NetHack 3.6.2, line 436 ↑ src/zap.c in NetHack 3.6.2, line 3589 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 17:54, 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  Invert selection  Associated namespaceTag filter:Page name: Show changes to pages linked to the given page instead List of abbreviations: N This edit created a new page (also see list of new pages) m This is a minor edit b This edit was performed by a bot (±123) The page size changed by this number of bytes 24 July 2023  m   08:36  Price identification‎ (diff | hist) . . (+3)‎ . . Umbire the Phantom (talk | contribs) (→‎GruntHack: word choice) 23 July 2023      22:42  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)      22:24  Call‎‎ (7 changes | history) . . (+2,271)‎ . . [Umbire the Phantom‎; Ion frigate‎ (3×); Cathartes‎ (3×)]       22:24 (cur | prev) . . (+44)‎ . . Umbire the Phantom (talk | contribs) (some sectioning)       22:18 (cur | prev) . . (+214)‎ . . Cathartes (talk | contribs) (→‎Limitations: you can rename Vlad in 3.6+ though)       22:09 (cur | prev) . . (+77)‎ . . Cathartes (talk | contribs) (mention named corpses, version, references section)       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)       06:59 (cur | prev) . . (+3)‎ . . Ion frigate (talk | contribs) (ambiguous clause)       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)       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!")
# 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 17:06, 24 July 2023 Namespace: all (Main) Talk User User talk NetHackWiki NetHackWiki talk File File talk MediaWiki MediaWiki talk Template Template talk Help Help talk Category Category talk Source Source talk Forum Forum talk Video Video talk User blog User blog talk Blog Blog talk Module Module talk  Invert selection  Associated namespaceTag filter:Page name: Show changes to pages linked to the given page instead List of abbreviations: N This edit created a new page (also see list of new pages) m This is a minor edit b This edit was performed by a bot (±123) The page size changed by this number of bytes 20 July 2023      13:29  Inediate‎ (diff | hist) . . (-41)‎ . . Darth l33t (talk | contribs) (Undo revision 152507 by Coz (talk) those are "g" and already covered) (Tag: Undo) 19 July 2023      16:47  Inediate‎ (diff | hist) . . (+41)‎ . . Coz (talk | contribs) (Added gargoyles and wingeds as inediate)
# 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 17:30, 24 July 2023 Namespace: all (Main) Talk User User talk NetHackWiki NetHackWiki talk File File talk MediaWiki MediaWiki talk Template Template talk Help Help talk Category Category talk Source Source talk Forum Forum talk Video Video talk User blog User blog talk Blog Blog talk Module Module talk  Invert selection  Associated namespaceTag filter:Page name: Show changes to pages linked to the given page instead List of abbreviations: N This edit created a new page (also see list of new pages) m This is a minor edit b This edit was performed by a bot (±123) The page size changed by this number of bytes 20 July 2023      13:29  Inediate‎ (diff | hist) . . (-41)‎ . . Darth l33t (talk | contribs) (Undo revision 152507 by Coz (talk) those are "g" and already covered) (Tag: Undo) 19 July 2023      16:47  Inediate‎ (diff | hist) . . (+41)‎ . . Coz (talk | contribs) (Added gargoyles and wingeds as inediate)
# The Computer Level The Computer Level is a special level present in NetHack: The Next Generation, which has also been added to SlashTHEM. The Computer Level is notable for its hostile computers, and for several items which in NHTNG are only generated on the level. Contents 1 Layout 2 Items 2.1 Ring of timely backup 2.2 Scroll of root password detection 2.3 Amulet of data storage 2.4 Wand of bugging Layout |--------------------------------------------------------------------------||<...|.....................................................................||-+--|.....................................................................||..........................................................................||..........................................................................||..........................................................................||..........................................................................||..........................................................................||..........................................................................||..........................................................................||..........................................................................||..........................................................................||..........................................................................||..........................................................................||..........................................................................||..........................................................................||..........................................................................||.....................................................................|--+-||.....................................................................|...>||--------------------------------------------------------------------------| The layout of the Computer Level is simple: a big room with the upstairs and downstairs in small enclosures in opposite corners. Randomly located throughout the level are a PDP-9, PDP-11, VAX, and a Cray (all using the x symbol); a news daemon, a printer daemon, and a UNIX Kernel (all using the & symbol), and six bugs and two heisenbugs (all x). At random locations on the ground are a ring of timely backup, a scroll of root password detection, amulet of data storage, and a wand of bugging. In SlashTHEM there is a second variation of this level in which the designated computers and bugs are replaced by random monsters that use the x symbol, and the daemons and UNIX Kernel are replaced by random &. A third contains the original monsters as well as: a random I, two random sea monsters, and a number of boulders, eggs, scrolls, corpses, and other items. Items In NHTNG these items are only generated on the Computer Level, and are all (with the exception of the wand of bugging) nonfunctional, only displaying a humorous message when worn/read. They will disappear from your inventory if you leave the level with them. In SlashTHEM these items may be randomly generated, do not disappear from your inventory, and have more serious implications for gameplay. Ring of timely backup = Name timely backup Appearance random Base price 300 zm Weight 3 Probability out of rings 3.57% Probability out of items in: containers Rogue level Gehennom Elsewhere 0.179% 0.179% 0.286% 0.107% Putting on the ring of timely backup returns the message "You feel absolutely safe." This sense of security is misleading, as the ring does not affect you in any way, except occupying one of your ring slots. In SlashTHEMmonsters can use the ring of timely backup to heal themselves, reducing its enchantment by one point each time. Scroll of root password detection ? Name root password detection Appearance random Base price 300 zm Weight 5 Ink to write 4-7 Monster use May be used defensively by monsters. Reading the scroll of root password detection reveals the supposed "root password" of your computer: "xyzzy" if uncursed, "memalezu" if blessed, and "jsdfljfdsh" if cursed. This revelation does not impact your gameplay in any way, except using up a turn. In SlashTHEM a monster that reads this scroll can levelport. Many unique monsters (including demon princes and lords) will be generated with this scroll, which they will use to escape the player if their health gets low. XYZZY is also the random text label associated with this scroll in the code, though as the scroll appearance is randomized this will rarely be its actual appearance. "Xyzzy" is a reference to Colossal Cave Adventure, one of the first adventure video games. Entering the command "xyzzy" in a certain room of the cave sends the player immediately to another room some distance away, effectively serving as a shortcut. The word has been referenced in many games (and even some non-game programs) as an homage to this early game. Amulet of data storage " Name data storage Appearance random Base price 150 zm Weight 20 Putting on the amulet of data storage returns the message: "You feel full of knowledge." and taking it off will display "You feel intellectually poor." As ominous as this may sound, it does not affect you in any way. In SlashTHEM (post version 0.7.0) the amulet slows spell memory loss to 2/3 of its usual rate and protects against the effects of amnesia, when worn by the player. This function is inspired by the Ring of Memory patch. Wand of bugging / Name bugging Appearance random Base price 500 zm Weight 7 Type non-directional Maximum charges {{{maxcharges}}} Monster use Will not be used by monsters. Zapping a wand of bugging creates 1-6 creatures, each of which has a 66% chance of being a bug and a 33% chance of being a heisenbug.
# Time The real-world time, date and moon phase affect gameplay. All are determined by your system clock. Technically it is possible to change the clock to get a desired moon phase or time, but this is considered cheating. Contents 1 Moon phase and date 2 Time 3 Strategy 4 References Moon phase and date On 20 July 2023, the moon is new. Be careful! Just as in real life, the NetHack world goes through several phases of the moon. [1] These have an effect on gameplay. The date is only checked when the game is started or restored; if you keep playing without saving, you'll continue to see the effects even after the relevant period has passed (or not see the effects even though it has been reached). NetHack divides the month into eight phases of three or four days each; thus the full and new moon will be reported for a rather longer time than your calendar might depict. During a full moon: Your base Luck is increased by one.[2] ("You are lucky! Full moon tonight.") Werecreatures, especially at night, will usually be in their animal form.[3] Dogs will howl at night when #chatted to.[4] You have a chance of not being able to tame dogs at night; failed attempts will still pacify them, and you can try repeatedly.[5] During a new moon: You get the message "Be careful! New moon tonight." Contrary to popular belief, Luck is not decreased.[6] If a cockatrice uses its hissing attack and you have no lizard corpse, you will always start turning into stone, rather than having a 1-in-10 chance.[7] The following information pertains to an upcoming version (NetHack 3.7.0). If this version is now released, please verify that it is still accurate, then update the page to incorporate this information. Carrying a lizard corpse no longer negates the effect of a new moon on cockatrice hisses, as of commit 8a9dc00. NetHack knows when it is Friday the 13th, and decreases your base Luck by one accordingly.[8] The game gives a warning message: "Watch out! Bad things can happen on Friday the 13th." If Friday the 13th happens to be a full moon, the modifiers to base Luck will cancel each other out. Between 1995 and 2025, Friday the 13th has occurred or will occur during (NetHack's definition of) a new or full moon on the following days: Date Year Phase September 13 1996 new February 13 1998 full March 13 1998 full August 13 1999 new October 13 2000 full June 13 2003 full March 13 2009 full Date Year Phase June 13 2014 full November 13 2015 new January 13 2017 full July 13 2018 new September 13 2019 full October 13 2023 new June 13 2025 full The NAO phase of moon page shows both the current phase of the moon and when it will next be full moon. Time Night is 22:00 - 05:59 (10:00pm - 5:59am) according to your local clock, or according to the server's clock if playing remotely. At night: Your chance of changing into your animal form when you have lycanthropy is one in every 60 moves instead of once in every 80 moves.[9] Gremlins can steal intrinsics.[10] Werecreatures can summon more easily, and are more likely to be in their animal form, particularly when the moon is full. Midnight is 0:00 - 0:59. At midnight: Undead do twice as much damage.[11] You get a different message when entering a graveyard. ("Run away! Run away!" instead of "You have an uncanny feeling...")[12] Additionally, vampires can give different messages when #chatted to at night and midnight. Strategy While changing the system clock is most certainly cheating, you may prefer to stop playing at night when around hostile gremlins, or at midnight when clearing out a graveyard. References ↑ hacklib.c in NetHack 3.4.3, line 564 ↑ timeout.c in NetHack 3.4.3, line 166 ↑ were.c in NetHack 3.4.3, line 18 ↑ sounds.c in NetHack 3.4.3, line 546 ↑ dog.c in NetHack 3.4.3, line 759 ↑ allmain.c in NetHack 3.4.3, line 33 ↑ mhitu.c in NetHack 3.4.3, line 1190 ↑ timeout.c in NetHack 3.4.3, line 168 ↑ allmain.c in NetHack 3.4.3, line 241 ↑ mhitu.c in NetHack 3.4.3, line 1428 ↑ mhitu.c in NetHack 3.4.3, line 907 ↑ hack.c in NetHack 3.4.3, line 1759 This page is based on a spoiler by Dylan O'Donnell. The original license is: Redistribution, copying, and editing of these spoilers, with or without modification, are permitted provided that the following conditions are met: The original contributors to any spoiler must continue to be credited. Any modifications to the spoiler must be acknowledged and credited. This page may need to be updated for the current version of NetHack. It may contain text specific to NetHack 3.4.3. Information on this page may be out of date. Editors: After reviewing this page and making necessary edits, please change the {{nethack-343}} tag to the current version's tag or {{noversion}} as appropriate.
# Related changes Enter a page name to see changes on pages linked to or from that page. (To see members of a category, enter Category:Name of category). Changes to pages on your Watchlist are in bold. Recent changes options Show last 50 | 100 | 250 | 500 changes in last 1 | 3 | 7 | 14 | 30 daysHide registered users | Hide anonymous users | Hide my edits | Show bots | Hide minor editsShow new changes starting from 17:17, 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  Invert selection  Associated namespaceTag filter:Page name: Show changes to pages linked to the given page instead List of abbreviations: N This edit created a new page (also see list of new pages) m This is a minor edit b This edit was performed by a bot (±123) The page size changed by this number of bytes 20 July 2023      13:29  Inediate‎ (diff | hist) . . (-41)‎ . . Darth l33t (talk | contribs) (Undo revision 152507 by Coz (talk) those are "g" and already covered) (Tag: Undo) 19 July 2023      16:47  Inediate‎ (diff | hist) . . (+41)‎ . . Coz (talk | contribs) (Added gargoyles and wingeds as inediate)
# Related changes Enter a page name to see changes on pages linked to or from that page. (To see members of a category, enter Category:Name of category). Changes to pages on your Watchlist are in bold. Recent changes options Show last 50 | 100 | 250 | 500 changes in last 1 | 3 | 7 | 14 | 30 daysHide registered users | Hide anonymous users | Hide my edits | Show bots | Hide minor editsShow new changes starting from 17:07, 24 July 2023 Namespace: all (Main) Talk User User talk NetHackWiki NetHackWiki talk File File talk MediaWiki MediaWiki talk Template Template talk Help Help talk Category Category talk Source Source talk Forum Forum talk Video Video talk User blog User blog talk Blog Blog talk Module Module talk  Invert selection  Associated namespaceTag filter:Page name: Show changes to pages linked to the given page instead List of abbreviations: N This edit created a new page (also see list of new pages) m This is a minor edit b This edit was performed by a bot (±123) The page size changed by this number of bytes 24 July 2023  m   16:09  EvilHack‎‎ (3 changes | history) . . (+1,958)‎ . . [K2‎ (3×)]  m    16:09 (cur | prev) . . (+1,831)‎ . . K2 (talk | contribs) (→‎Shields: details)  m    15:42 (cur | prev) . . (+113)‎ . . K2 (talk | contribs) (→‎Game mechanics: placeholder for new skills)  m    15:15 (cur | prev) . . (+14)‎ . . K2 (talk | contribs) (→‎Air: more wording) 23 July 2023      08:36  EvilHack‎ (diff | hist) . . (-82)‎ . . Umbire the Phantom (talk | contribs) (pass for word choice and rephrasing) 22 July 2023      20:27  Rogue‎‎ (2 changes | history) . . (-21)‎ . . [Umbire the Phantom‎; Coz‎]  m    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)       14:16 (cur | prev) . . (+8)‎ . . Coz (talk | contribs) (Added more links to Grayswandir and Stormbringer) 21 July 2023      14:30  EvilHack‎‎ (3 changes | history) . . (+1,487)‎ . . [K2‎ (3×)]  m    14:30 (cur | prev) . . (+17)‎ . . K2 (talk | contribs) (→‎Major changes: convicts and thievery)       14:17 (cur | prev) . . (+1,444)‎ . . K2 (talk | contribs) (→‎Game mechanics: open air)  m    13:42 (cur | prev) . . (+26)‎ . . K2 (talk | contribs) (→‎Game mechanics: move artifact twoweaponing behavior under 'twoweaponing' section) 20 July 2023      10:30  Rogue‎ (diff | hist) . . (+4)‎ . . Coz (talk | contribs) (Added link to the Master Key of Thievery) 18 July 2023  m   04:53  EvilHack‎ (diff | hist) . . (0)‎ . . K2 (talk | contribs) (build date)
# File:Air.png File File history File usageNo higher resolution available. Air.png ‎(16 × 16 pixels, file size: 153 bytes, MIME type: image/png) A 16x16 vanilla NetHack tile of the item 'air'. File history Click on a date/time to view the file as it appeared at that time. Date/TimeThumbnailDimensionsUserComment current12:34, 1 August 200616 × 16 (153 bytes)BotFenix (talk | contribs)A 16x16 vanilla NetHack tile of the item 'air'. Category:16x16 tiles You cannot overwrite this file. File usage The following page uses this file: List of vanilla NetHack tiles
# Related changes Enter a page name to see changes on pages linked to or from that page. (To see members of a category, enter Category:Name of category). Changes to pages on your Watchlist are in bold. Recent changes options Show last 50 | 100 | 250 | 500 changes in last 1 | 3 | 7 | 14 | 30 daysHide registered users | Hide anonymous users | Hide my edits | Show bots | Hide minor editsShow new changes starting from 17:28, 24 July 2023 Namespace: all (Main) Talk User User talk NetHackWiki NetHackWiki talk File File talk MediaWiki MediaWiki talk Template Template talk Help Help talk Category Category talk Source Source talk Forum Forum talk Video Video talk User blog User blog talk Blog Blog talk Module Module talk  Invert selection  Associated namespaceTag filter:Page name: Show changes to pages linked to the given page instead List of abbreviations: N This edit created a new page (also see list of new pages) m This is a minor edit b This edit was performed by a bot (±123) The page size changed by this number of bytes 20 July 2023      13:29  Inediate‎ (diff | hist) . . (-41)‎ . . Darth l33t (talk | contribs) (Undo revision 152507 by Coz (talk) those are "g" and already covered) (Tag: Undo) 19 July 2023      16:47  Inediate‎ (diff | hist) . . (+41)‎ . . Coz (talk | contribs) (Added gargoyles and wingeds as inediate)
# File:Worm tooth.png File File history File usageNo higher resolution available. Worm_tooth.png ‎(16 × 16 pixels, file size: 170 bytes, MIME type: image/png) A 16x16 vanilla NetHack tile of the object 'worm tooth'. File history Click on a date/time to view the file as it appeared at that time. Date/TimeThumbnailDimensionsUserComment current10:56, 1 August 200616 × 16 (170 bytes)BotFenix (talk | contribs)A 16x16 vanilla NetHack tile of the object 'worm tooth'. Category:16x16 tiles You cannot overwrite this file. File usage The following 15 pages uses this file: List of vanilla NetHack tiles NetHack 3.2.0 NetHack 3.2.1 NetHack 3.2.2 NetHack 3.2.3 NetHack 3.3.0 NetHack 3.3.1 NetHack 3.4.0 NetHack 3.4.1 NetHack 3.4.2 NetHack 3.4.3 NetHack 3.6.0 NetHack 3.7.0 Weapon Worm tooth
# Related changes Enter a page name to see changes on pages linked to or from that page. (To see members of a category, enter Category:Name of category). Changes to pages on your Watchlist are in bold. Recent changes options Show last 50 | 100 | 250 | 500 changes in last 1 | 3 | 7 | 14 | 30 daysHide registered users | Hide anonymous users | Hide my edits | Show bots | Hide minor editsShow new changes starting from 17:58, 24 July 2023 Namespace: all (Main) Talk User User talk NetHackWiki NetHackWiki talk File File talk MediaWiki MediaWiki talk Template Template talk Help Help talk Category Category talk Source Source talk Forum Forum talk Video Video talk User blog User blog talk Blog Blog talk Module Module talk  Invert selection  Associated namespaceTag filter:Page name: Show changes to pages linked to the given page instead List of abbreviations: N This edit created a new page (also see list of new pages) m This is a minor edit b This edit was performed by a bot (±123) The page size changed by this number of bytes 18 July 2023      10:57  Manes‎ (diff | hist) . . (+54)‎ . . Tomsod (talk | contribs) (mention nonliving)
# User:Chris/dNetHack/dNethack Nightmare Temple Nightmare Temple 1                |---|            |-----|            |---|                                   |...|------------|.....|------------|...|                                   |.......................................|                                   --|.|..-..-..-..-..-.-..-..-..-..-..|.|--                                     |...................................|                                       |...---------....-.-....---------...|                                       |.|.-.......-...........-.......-.|.|                                      --...----+---|-----------|---+----...--                                     |............|...........|............|                                     |..|..-..-..-|..-------..|-..-..-..|..|                                     |............|..-.....-..|............|                                     |..|..-..-..-|..---+---..|-..-..-..|..|                                     |............|....-.-....|............|                                     --...--------|-----.-----|--------...--                                      |.|.|.......|...........-.......-.|.|                                       |...|---+---|....-.-....----+----...|                                       |...................................|                                     --|.|..-..-..-..-..-.-..-..-..-..-..|.|--                                   |.......................................|                                   |...|------------|.....|------------|...|                                   |---|            |-----|            |---|                     Nightmare Temple 2                |---|            |-----|            |---|                                   |...|------------|.....|------------|...|                                   |.......................................|                                   --|.|..-..-..-..-..-.-..-..-..-..-..|.|--                                     |...................................|                                       |...---------....-.-....---------...|                                       |.|.-.......-...........-.......-.|.|                                      --...----+---|-----------|---+----...--                                     |............|...........|............|                                     |..|..-..-..-|....---....|-..-..-..|..|                                     |............|...-...-...|............|                                     |..|..-..-..-|....-.-....|-..-..-..|..|                                     |............|...........|............|                                     --...--------|-----+-----|--------...--                                      |.|.|.......|...........-.......-.|.|                                       |...|---+---|....-.-....----+----...|                                       |...................................|                                     --|.|..-..-..-..-..-.-..-..-..-..-..|.|--                                   |.......................................|                                   |...|------------|.....|------------|...|                                   |---|            |-----|            |---|                     This page is a stub. Should you wish to do so, you can contribute by expanding this page.
# Randomized appearance Contents 1 Scrolls 2 Potions 3 Spellbooks 4 Rings 5 Amulets 6 Wands 7 Armor 7.1 Helms 7.2 Cloaks 7.3 Gloves 7.4 Boots 8 History 9 SLASH'EM 10 References A major part of NetHack is identifying items. To make this more difficult, the appearances of scrolls, potions, rings, amulets, wands, spellbooks, and some armor are randomly shuffled at game start. This page lists the possible randomized appearances - each object has a "default" starting appearance prior to being shuffled, listed next to it in src/objects.c (as can be seen in the source code on-wiki). In some cases, an item's appearance affects its function beyond its identified type. Scrolls Scrolls of mail and blank paper are the only ones that have fixed appearances.[1] All others may appear as one of the following, which are shuffled into use at the start of a game:[2] ZELGO MER JUYED AWK YACC NR 9 XIXAXA XOXAXA XUXAXA PRATYAVAYAH DAIYEN FOOELS LEP GEX VEN ZEA PRIRUTSENIE ELBIB YLOH VERR YED HORRE VENZAR BORGAVVE THARR YUM YUM KERNOD WEL ELAM EBOW DUAM XNAHT ANDOVA BEGARIN KIRJE VE FORBRYDERNE HACKEM MUCHE VELOX NEB FOOBIE BLETCH TEMOV GARVEN DEH READ ME ETAOIN SHRDLU LOREM IPSUM FNORD KO BATE ABRA KA DABRA ASHPD SODALG MAPIRO MAHAMA DIROMAT GNIK SISI VLE HAPAX LEGOMENON EIRIS SAZUN IDISI PHOL ENDE WODAN GHOTI ZLORFIK VAS CORP BET MANI STRC PRST SKRZ KRK XOR OTA For the meanings and origins of some of these names, see scroll origins. Potions A potion of water is always a "clear potion".[3] Other potions have one of these descriptions:[4] ruby pink orange yellow emerald dark green cyan sky blue brilliant blue magenta purple-red puce milky swirly bubbly smoky cloudy effervescent black golden brown fizzy dark white murky Of these, the smoky potion and milky potion are special in all games regardless of their actual identity. A smoky potion may contain a djinni, and a milky potion may contain a ghost. Spellbooks The Book of the Dead, novels and blank spellbooks all have a fixed description.[5] The cover of a regular spellbook will appear as one of the following:[6] parchment vellum ragged dog eared mottled stained cloth leather white pink red orange yellow velvet light green dark green turquoise cyan light blue dark blue indigo magenta purple violet tan plaid light brown dark brown gray wrinkled dusty bronze copper silver gold glittering shining dull thin thick The dull spellbook may cause the player to fall asleep when reading it. Vellum and parchment spellbooks have pages made of leather, rather than paper as all the others are, and will break vegetarian conduct if eaten.[7][8] The source code also contains appearances for the deferred spellbooks of flame sphere and freeze sphere, which are canvas and hardcover respectively.[9] These will presumably be randomized if the spellbooks are enabled. Rings Rings other than the meat ring will randomly take one of the following appearances:[10] pearl iron twisted steel wire engagement shiny bronze brass copper silver gold wooden granite opal clay coral black onyx moonstone tiger eye jade agate topaz sapphire ruby diamond ivory emerald Of these, topaz, sapphire, ruby, steel, diamond and emerald rings can be used to semi-permanently engrave something on the floor. If you are wearing a silver ring and are not wearing gloves, you will do extra damage to silver-hating monsters with bare-handed and martial arts attacks.[11] The appearance of rings determines what monsters can eat them, and also influences golem creation when polypiling. The former is especially important, as you can sometimes gain intrinsics from eating rings while you are polymorphed. Pearl, iron, twisted, steel, wire, engagement, and shiny rings can be eaten by any metallivore (rock mole, xorn, or rust monster). Bronze, brass, copper, silver, and gold can be eaten by any metallivore not restricted to rustable metals (rock mole and xorn). Additionally, gelatinous cubes can eat wooden rings. Amulets Amulets other than the Amulet of Yendor and its imitation have the following appearances:[12][13] circular spherical oval triangular pyramidal square concave hexagonal octagonal Except for the Amulet of Yendor and its imitation, they can all be eaten by metallivores. You have a chance of gaining intrinsics from eating amulets while polymorphed. Wands Wands take one of the following appearances:[14] aluminum balsa brass copper crystal curved ebony forked glass hexagonal iridium iron jeweled long maple marble oak pine platinum runed short silver spiked steel tin uranium zinc Glass and crystal wands are fragile and can break - this is significant in some cases, especially if you kick the chest that stores the wand of wishing in the castle. The appearance of wands also determines what monsters can eat them, and also influences golem creation when polypiling. Eating a wand while polymorphed has no effect besides nutrition, however. Balsa wands require only 5 strength to break, while other wands require 10. Armor The material of armor is determined by its type, not by its appearance. This is significant for gloves and boots: gauntlets of power and kicking boots are iron, the rest are leather. Some appearances have additional effects. Helms Four helms are randomized: the helmet, helm of brilliance, helm of opposite alignment, and helm of telepathy. Each has one of the following randomized appearances:[15] plumed helmet etched helmet crested helmet visored helmet Of these, the visored helmet is always special. It protects against the blinding attack of ravens and the venom-spitting attack of cobras. Cloaks Four cloaks have random appearances: the cloak of displacement, cloak of invisibility, cloak of magic resistance and cloak of protection. They are chosen from the following:[16] tattered cape ornamental cope opera cloak piece of cloth Cloaks of displacement and a cloak of protection of any AC will auto-identify themselves when worn, as will cloaks of invisibility unless you are already invisible. Otherwise, a worn cloak that does not auto-identify is the cloak of magic resistance. Gloves The appearances of all gloves are randomized:[17] old gloves padded gloves riding gloves fencing gloves Of these, the riding gloves are special, increasing the chance of successfully saddling a steed. Boots The appearance of the magical boots is randomized from the following set:[18] mud boots snow boots riding boots buckled boots hiking boots combat boots jungle boots Of these, snow boots and riding boots are special. The former prevents the fumbling effect of ice and the latter increases the chance of successfully saddling a steed. However, this bonus is not cumulative with the riding gloves. History In NetHack 3.6.0, the dull spellbook's reading effect ignored sleep resistance, which was bug C360-15. The change to vellum and parchment spellbooks that make them leather was added in Nethack 3.6.2. SLASH'EM Main article: Item (SLASH'EM)#New randomized appearances SLASH'EM adds several new items, with accompanying item appearances (including randomized ones) to match. The cloak that happens to have the randomized appearance "opera cloak" will appear much more often than its base type's frequency suggests, because many vampires will be generated with one. At least in the case of cloaks of invisibility and magic resistance, it also means many vampires will be invisible or magic resistant. References ↑ src/objects.c in NetHack 3.6.6, line 877 ↑ src/objects.c in NetHack 3.6.6, line 849 ↑ src/objects.c in NetHack 3.6.6, line 818 ↑ src/objects.c in NetHack 3.6.6, line 788 ↑ src/objects.c in NetHack 3.6.6, line 999 ↑ src/objects.c in NetHack 3.6.6, line 899 ↑ src/objects.c in NetHack 3.6.6, line 907 ↑ src/objects.c in NetHack 3.6.6, line 909 ↑ src/objects.c in NetHack 3.6.6, line 991 ↑ src/objects.c in NetHack 3.6.6, line 536 ↑ src/uhitm.c in NetHack 3.6.6, line 712 ↑ src/objects.c in NetHack 3.6.6, line 604 ↑ src/objects.c in NetHack 3.6.6, line 618 ↑ src/objects.c in NetHack 3.6.6, line 1012 ↑ src/objects.c in NetHack 3.6.6, line 355 ↑ src/objects.c in NetHack 3.6.6, line 464 ↑ src/objects.c in NetHack 3.6.6, line 493 ↑ src/objects.c in NetHack 3.6.6, line 513 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.
# You slow down The message "You slow down" happens in the following cases: Zapped by a wand of slow monster Cast a spell of slow monster at yourself Targeted by the slowing attack of a shade or skeleton All of these remove intrinsic speed and temporary extrinsic speed. Permanent extrinsic speed from speed boots is unaffected. Similar messages include You are slowing down (an early stage of petrification), and You feel yourself slowing down (loss of extrinsic or time-out speed). 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 3.6.0. 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.
# 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 17:30, 24 July 2023 Namespace: all (Main) Talk User User talk NetHackWiki NetHackWiki talk File File talk MediaWiki MediaWiki talk Template Template talk Help Help talk Category Category talk Source Source talk Forum Forum talk Video Video talk User blog User blog talk Blog Blog talk Module Module talk  Invert selection  Associated namespaceTag filter:Page name: Show changes to pages linked to the given page instead List of abbreviations: N This edit created a new page (also see list of new pages) m This is a minor edit b This edit was performed by a bot (±123) The page size changed by this number of bytes 23 July 2023      12:29  Couatl‎‎ (2 changes | history) . . (+48)‎ . . [Umbire the Phantom‎; Noisytoot‎]  m    12:29 (cur | prev) . . (-51)‎ . . Umbire the Phantom (talk | contribs) (→‎Strategy: word choice)       12:23 (cur | prev) . . (+99)‎ . . Noisytoot (talk | contribs) (dNetHack couatls have random spellcasting)
# Related changes Enter a page name to see changes on pages linked to or from that page. (To see members of a category, enter Category:Name of category). Changes to pages on your Watchlist are in bold. Recent changes options Show last 50 | 100 | 250 | 500 changes in last 1 | 3 | 7 | 14 | 30 daysHide registered users | Hide anonymous users | Hide my edits | Show bots | Hide minor editsShow new changes starting from 18:02, 24 July 2023 Namespace: all (Main) Talk User User talk NetHackWiki NetHackWiki talk File File talk MediaWiki MediaWiki talk Template Template talk Help Help talk Category Category talk Source Source talk Forum Forum talk Video Video talk User blog User blog talk Blog Blog talk Module Module talk  Invert selection  Associated namespaceTag filter:Page name: Show changes to pages linked to the given page instead List of abbreviations: N This edit created a new page (also see list of new pages) m This is a minor edit b This edit was performed by a bot (±123) The page size changed by this number of bytes 24 July 2023      13:59  DNetHack artifacts‎‎ (2 changes | history) . . (+36)‎ . . [Wikid‎; Noisytoot‎]       13:59 (cur | prev) . . (+40)‎ . . Noisytoot (talk | contribs) (The Singing Sword can also be named by elves and anyone who has bound Orthos)  m    08:51 (cur | prev) . . (-4)‎ . . Wikid (talk | contribs) (→‎The Singing Sword: now obtained by naming) 20 July 2023  m   23:17  DNetHack artifacts‎ (diff | hist) . . (+2,264)‎ . . EasterlyIrk (talk | contribs) (add war-helm of dreaming, star-emperor's ring)
# Talk:Dark Angel Hopefully this helps someone in creating the page - right now, I am not good enough at reading the mondata blocks and I don't want to accidentally put something incorrect that no one realizes they need to fix. MON("black Angel", S_ANGEL, 1146 LVL(14, 10, -4, 55, -12), (G_HELL|G_SHEOL|G_NOCORPSE|1), 1147 A(ATTK(AT_WEAP, AD_PHYS, 1, 6), ATTK(AT_WEAP, AD_PHYS, 1, 6), 1148 ATTK(AT_GAZE, AD_STUN, 1, 4), ATTK(AT_WEAP, AD_PHYS, 1, 6), 1149 NO_ATTK, NO_ATTK), 1150 SIZ(WT_HUMAN, 400, sizeof(struct epri), MS_CUSS, MZ_HUMAN), 1151 MR_COLD|MR_ELEC|MR_SLEEP|MR_POISON, 0, 1152 M1_FLY|M1_HUMANOID|M1_SEE_INVIS, 1153 M2_HOSTILE|M2_NOPOLY|M2_MINION|M2_STALK|M2_STRONG|M2_NASTY|M2_COLLECT, 1154 M3_INFRAVISION, CLR_BLACK), --Ozymandias (talk) 21:39, 21 July 2013 (UTC) Generation Can't these generate outside of Sheol? In my recent ascension run, besides the ones I saw in Sheol, I encountered at least 2 others on the way up doing the "generate from upstairs after Rodney's death" thing. Do the stairs use new generation code, or pick Gehennom and Sheol monsters? Ihatesoldiera (talk) 19:24, 22 July 2013 (UTC) https://sourceforge.net/apps/trac/unnethack/changeset/1184 --Ozymandias (talk) 19:43, 22 July 2013 (UTC) Hm, after looking at that and actually paying attention to the above code, it appears they have both G_HELL and G_SHEOL. Ihatesoldiera (talk) 22:04, 22 July 2013 (UTC) Black Angels can be generated both in Sheol and Gehennom and this is intended. --Adeon (talk) 22:19, 22 July 2013 (UTC)
# Large dingo d large dingo Difficulty 7 Attacks Bite 2d4 d large dingo Difficulty 7 Attacks Bite 2d4 Base level 6 Base experience 76 Speed 15 Base AC 4 Base MR 0 Alignment 0 (neutral) Frequency (by normal means) 1 (Very rare) Genocidable Yes Weight 800 Nutritional value 250 Size Medium Resistances None Resistances conveyed None A large dingo: has no hands. is an animal. is carnivorous. is normally generated hostile. is strong. can be seen through infravision. does not appear in Gehennom. Reference SLASH'EM_0.0.7E7F2/monst.c#line442 A large dingo is a new monster in SLASH'EM. Apart from not being a domestic animal, it is identical to a large dog. Should you tame a dingo, it may eventually grow up to become a large dingo. Strategy Large dingos are probably not a threat by the time one encounters them. They are not worth taming generally, as SLASH'EM provides plenty of domestic animals to tame which are stronger.
# File:Vultures-squirming-mold.png File File history File usageSize of this preview: 774 × 600 pixels. Other resolutions: 310 × 240 pixels | 808 × 626 pixels. Original file ‎(808 × 626 pixels, file size: 359 KB, MIME type: image/png) I was trying Vulture's in explore mode, when I saw this ridiculously large green mold grow from an acid blob corpse in my Samurai's inventory. 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 current02:05, 2 January 2008808 × 626 (359 KB)Kernigh (talk | contribs)I was trying Vulture's in explore mode, when I saw this ridiculously large green mold grow from an acid blob corpse in my Samurai's inventory. {{NGPL}} You cannot overwrite this file. File usage The following page uses this file: Revive
# User talk:AvzinElkein Welcome! Welcome! Hi, AvzinElkein! 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) 22:25, 18 July 2014 (UTC)
# Altar Dungeon features &nbsp;&nbsp;Air _&nbsp;Altar #&nbsp;Corridor #&nbsp;Cloud #.&nbsp;Drawbridge +-|&nbsp;Door .&nbsp;Doorway {&nbsp;Fountain |&nbsp;Headstone .&nbsp;&nbsp;Floor &gt;&lt;&nbsp;Ladder .&nbsp;Ice #&nbsp;Iron&nbsp;bars }&nbsp;Lava }&nbsp;Moat #&nbsp;Sink &nbsp;&nbsp;Solid&nbsp;rock &gt;&lt;&nbsp;Staircase \&nbsp;Throne ^"&nbsp;Trap #&nbsp;Tree -&nbsp;|&nbsp;Wall ~&nbsp;Vibrating square Wikipedia has an article about: Altar Religion in NetHack priests alignment alignment record altars atheism anger gods sacrifice prayer turn undead An altar, represented by an underscore (_), is a place where you may worship gods. Temples contain an altar and an aligned priest. Altars are co-aligned if they are of the same alignment as you and cross-aligned if they are of a different alignment. To determine if an altar is co-aligned, either use far look or stand on it and use close look. Altars of Moloch are unaligned. Unaligned altars appear only in Gehennom, one variant of Minetown and some quests (except as mimics). Altars are scattered randomly throughout the dungeons. Minetown has a randomly aligned altar and unaligned altars can be found in the Valley of the Dead (in the temple of Moloch), Orcus-town and Moloch's Sanctum unless they were destroyed in a bones file. The variant of Minetown that has been overrun by orcs has an unaligned altar. Altars can be used to detect the BUC status of items. This is done by dropping the item onto the altar. A black flash marks a cursed item and an amber flash a blessed one. You cannot detect the BUC status if you are blind. You cannot detect whether an item is blessed or cursed if you are hallucinating, as you will not be able to distinguish between amber flashes and black flashes; you can, however, identify uncursed items, as there will not be a flash at all.[1] If you #sit on,[2] engrave on,[3] or kick[4] an altar, you will experience negative effects depending on the altar alignment and your alignment record. If the altar is co-aligned and your alignment record is greater than -rn2(4), you lose one point of wisdom and one point of alignment record; otherwise, you lose 0-2 points of Luck, if your Luck is greater than -5.[5] This can be used to deliberately lower your Luck or alignment record to prevent crowning. This does not break atheist conduct. If you (or a monster) zap a wand of digging downwards, you get the message "The digging ray is ineffective" and nothing further happens. However, if you break a wand of digging or apply a drum of earthquake while standing on an altar, it will be destroyed (unless it is a high altar). Standing on any altar scares vampires as if you were standing on Elbereth or a scroll of scare monster.[6] Randomly generated altars appear in ordinary room and corridor levels in the Dungeons of Doom. There is an independent 1 in 60 chance of each non-special room containing an altar,[7] which gives a 93% chance of at least one. The altar has an equal probability of each of the three alignments. Altars will not be generated adjacent to doors (diagonal is okay), but otherwise can occupy any spot in the room not already occupied by something else.[8] The chance of an empty room containing an altar does not change with dungeon level. Contents 1 Sacrificing corpses 2 Making holy/unholy water 3 Altar camping 4 High altars 5 Hallucinating colors 6 Encyclopedia entry 7 Variants 8 See also 9 References Sacrificing corpses Main article: Sacrifice Sacrificing fresh corpses is a useful way to reduce your prayer timeout, increase your luck, gain powerful artifact weapons, and improve your alignment (particularly if your god is unhappy with you). In SLASH'EM, you can also have wielded and worn items blessed and gain powerful minions through sacrifice. Sacrificing at the altar of another god has a chance of converting that altar to your alignment, potentially angering that god. Note that it also has a chance of converting you to that altar's alignment, angering your god and making it difficult or impossible to complete the quest if you haven't already done so. Making holy/unholy water If you drop one or more potions of water onto an altar and #pray, the potions become blessed if the altar was aligned with you and become cursed if the altar was not aligned with you. This occurs regardless of whether the water was blessed or cursed before. Be aware that water praying on a cross-aligned altar will anger your god, decrease your luck, and possibly cause you to be punished in some other way. Normal prayer timeouts apply when praying on altars. Altar camping It is generally possible to survive indefinitely on a level with an altar. Under normal circumstances, the need for food drives you to deeper unexplored levels. However, you can instead pray when weak, and sacrifice to reduce your prayer timeout back to zero. Doing this for extended periods of time can net you many death drops, as well as a collection of gifts from your god if your luck is substantially high. This is considered by some to be degenerate. In older versions, this was most effectively done with black puddings or brown puddings, which was known as "pudding farming"; brown puddings were less suitable for farming due to a lower sacrifice value, the inability to be summoned by kicking a sink, and their tendency to not leave a corpse (meaning more work and fewer death drops), but this was offset by their lack of a damaging attack, allowing them to be farmed more safely by physically weak or low level characters. As of Nethack 3.6.0, however, puddings no longer leave corpses at all, rendering this strategy totally ineffective. High altars The three altars on the Astral Plane and the altar in Moloch's Sanctum are considered to be high altars. They act largely as normal altars, but cannot be converted under any circumstances; doing so will cause the god in question to attempt to zap you and, failing this, will summon three minions to protect the altar. In addition, it is not possible to sacrifice monsters unless you are holding them (to prevent sacrificing the Riders). To correctly ascend, one must #offer the real Amulet of Yendor (held in main inventory, not dropped on the altar) at the altar of your alignment. Determining the alignment of the altar requires standing on its location and using the : (look) command. The ; (farlook) command does not give information about a high altar's alignment (it merely calls it "aligned," which does not mean "coaligned with you," as a number of new players learn the hard way). Other methods to detect the correct altar are to zap a probing at the high priest, or to note if you are given sanctuary (that is, all monsters other than the Riders, aligned priest, and angelic beings, will not be allowed to enter and cannot attack you with melee attacks). If the version of NetHack you are playing on has not fixed the Astral call bug, that is also a possibility. You can destroy the chaotic altar with non-chaotic same-race sacrifice, but you cannot convert the others. Hallucinating colors If you drop a blessed or cursed item on an altar while hallucinating you will see a <color> flash, where <color> is randomly selected from: "ultraviolet", "infrared", "bluish-orange", "reddish-green", "dark white", "light black", "sky blue-pink", "salty", "sweet", "sour", "bitter", "striped", "spiral", "swirly", "plaid", "checkered", "argyle", "paisley", "blotchy", "guernsey-spotted", "polka-dotted", "square", "round", "triangular", "cabernet", "sangria", "fuchsia", "wisteria", "lemon-lime", "strawberry-banana", "peppermint", "romantic", "incandescent".[1][9] Encyclopedia entry Altars are of three types: 1. In Temples. These are for Sacrifices [...]. The stone top will have grooves for blood, and the whole will be covered with _dry brown stains of a troubling kind_ from former Sacrifices. [ The Tough Guide to Fantasyland, by Diana Wynne Jones ] To every man upon this earth Death cometh soon or late; And how can man die better Than facing fearful odds For the ashes of his fathers And the temples of his gods? [ Lays of Ancient Rome, by Thomas B. Macaulay ] Variants Players of NetHack brass and SLASH'EM need to be wary when converting altars, because of the increased chance that the altar's original god will dispatch a minion against you. At experience level 7 or above with high alignment, the chance of a minion appearing after converting the altar is the same as vanilla.[10][11] As in vanilla, the god will yell, "Thou shalt pay for thy indiscretion!"[12] Players with a high luck will have fewer minions dispatched against them. Even worse, there's an additional chance of one or more minions appearing post-conversion. In SLASH'EM, if you are at experience level 4 or above, there is a chance that "You feel (god) is very angry at you!" and the god dispatches two minions.[13] Afterwards, you still have the original chance of another minion, as above. Again, luck is a factor. In NetHack brass, you will always receive "You feel (god) is very angry at you!" For all experience levels, at least one minion will appear. Two rolls are made: the first from 0 to 9, the second from 0 to 19. For each roll, if your level is less than the generated random number, a post-conversion minion is summoned. Luck is not a factor. Thus in brass it is very dangerous to convert altars. You might convert an altar at experience level one and have to flee to another level from one minion, or three minions if the game rolled 0 twice, thus giving you no use of the converted altar. If converting an altar at experience level 7 or above, you might still get the pre-conversion minion, forcing you to fight as many as four summoned minions.[14] Also, there seems to be a possibility in SLASH'EM to have equipment being worn blessed if you sacrifice enough. See also Prayer is closely related to sacrifice. See that page for altar-related intrinsics, crowning, etc. References ↑ 1.0 1.1 doaltarobj in do.c ↑ src/sit.c in NetHack 3.6.6, line 137 ↑ src/engrave.c in NetHack 3.6.6, line 576 ↑ src/dokick.c in NetHack 3.6.6, line 1061 ↑ src/pray.c in NetHack 3.6.6, line 2232 ↑ monmove.c in NetHack 3.4.3, line 129 ↑ mklev.c in NetHack 3.4.3, line 785 ↑ mklev.c in NetHack 3.4.3, line 1353 ↑ hcolor in do_name.c ↑ pray.c in SLASH'EM 0.0.7E7F2, line 1606 ↑ pray.c in NetHack 3.4.3, line 1396 ↑ minion.c in NetHack 3.4.3, line 128 ↑ pray.c in SLASH'EM 0.0.7E7F2, line 1583 ↑ src/pray.c in brass 040923 This page may need to be updated for the current version of NetHack. It may contain text specific to NetHack 3.4.3. Information on this page may be out of date. Editors: After reviewing this page and making necessary edits, please change the {{nethack-343}} tag to the current version's tag or {{noversion}} as appropriate. </color></color>
# Instadeath Instadeath stands for instant death. An instadeath causes death in zero time and allows no intervention. These effects do not count as HP damage and thus cannot be survived through self-polymorph. Causes of instadeaths are: Turning to stone (unless stoning resistant), which can be caused by: Touching a cockatrice or chickatrice corpse without worn gloves Passing a square with a cockatrice or chickatrice corpse while blind and not levitating is considered as touching the corpse. Eating a cockatrice or chickatrice corpse, or eating the corpse of Medusa Kicking a cockatrice or chickatrice corpse without worn boots Trying to sacrifice or tin a cockatrice or chickatrice corpse without worn gloves, even if it is already lying on the altar Falling into a pit, hole, or trapdoor while wielding a cockatrice or chickatrice corpse Includes deliberately flying down a hole, although flying over a pit is safe Falling down stairs due to being burdened while wielding a cockatrice or chickatrice corpse Attacking a cockatrice or chickatrice while polymorphed into a creature with a contact attack, or when not wielding a weapon and not wearing gloves Seeing Medusa's gaze, unless blind or reflecting. (Invisibility protects her, not you.) Being hit by a thrown cockatrice egg Being hit by a death ray while not having magic resistance, and not polymorphed into a demon or undead. This can be achieved by: Zapping yourself with a wand of death or a finger of death — this will kill you even if you have magic resistance. ("You irradiate yourself with pure energy!") Zapping a wand of death or finger of death, and being hit by the ray reflecting off a wall or a monster's reflection. Reflection will protect against this. Having a monster zap you with a wand of death. Reflection can also protect against this. Being touched by the touch of death while not having magic resistance, not polymorphed into a demon or undead, and not hallucinating. Being fatally poisoned by a monster attack, a poisoned weapon, or a spiked pit, unless you have poison resistance. (Quaffing a potion of sickness or eating a poisonous corpse will never instakill you, but may kill you by HP loss or strength drain.) Choking on your food Starving to death Drowning in a body of water If you fall into a body of water with no adjacent land, you'll drown unless you are breathless or amphibious. Falling into water with excessive encumbrance may drown you even if there is adjacent land. There is a chance that you drop some inventory instead. Standing near a collapsing drawbridge Genociding your own race by reading a scroll of genocide or sitting on a throne. Reading a non-cursed scroll of genocide while confused always results in self-genocide. Falling into lava without fire resistance Intentionally level teleporting yourself to level 0 or any negative-numbered level — level 0 is nowhere, −1 to −9 are "above the clouds", and −10 and above are Heaven. Teleporting to a level "above" 0 will not instakill you if you are levitating or flying, but the game will end anyway by escaping the dungeon. Even though levels −1 to −5 do exist in the game code (they are the Elemental Planes and Astral Plane), you need the real Amulet of Yendor to enter them, and you can't levelport while carrying it. Being hit by a disintegration breath (from a black dragon or the Chromatic Dragon) without reflection or disintegration resistance. If you are wearing a shield, it disintegrates, saving you; otherwise, if you are wearing body armor, that and any cloak disintegrate, again saving you (but likely leaving you with a very poor armor class and vulnerable to the rebound). Being hit by a lightning bolt from an angry god without reflection or shock resistance Being hit by a wide-angle disintegration beam from an angry god without disintegration resistance. Reflection and armor will not protect you in this case. Being level drained below experience level 1 Eating any of the Riders' corpses (note that food appraisal does not warn you) Digesting any of the Riders Having your brain eaten by a mind flayer Offering the Amulet of Yendor to Moloch on the unaligned high altar in the Sanctum The following will instantly kill the player in most situations, but are not instadeath since they deal HP damage equal to twice the player's maximum HP instead of simply killing them. A player polymorphed into a monster will survive and return to their base form. Being beheaded by Vorpal Blade or bisected by the Tsurugi of Muramasa (5% chance per hit) Dying on turn one generates the message "Do not pass go. Do not collect 200 zorkmids." This is a reference to the board game Monopoly. Contents 1 Instakilling monsters 2 Variants 2.1 SLASH'EM 2.2 dNetHack 2.3 FIQHack 3 See also Instakilling monsters In many situations, it is very helpful for a player to have a way to instantly kill other monsters. Here are some methods of instantly killing monsters, listed roughly in order from most common to most obscure. Not all methods work on all monsters; for example, undead monsters resist death rays. Zap a monster with a wand of death or finger of death Hit a monster with a poisoned weapon (10% chance) Zap a monster with a wand, potion, or spell of polymorph (small chance of fatal system shock) Hit a monster with a wielded or thrown cockatrice corpse or cockatrice egg Disintegrate a monster with a black dragon's disintegration breath Engulf a monster with a swallowing monster such as a purple worm or trapper Open, close, or destroy a drawbridge on top of a monster Attack a monster with Vorpal Blade or the Tsurugi of Muramasa (5% chance per hit for most monsters, Vorpal Blade is a 100% chance if the monster is a jabberwock) Displace a pet into water or lava Cause a monster engulfing you to be struck by a lightning bolt from an angry god Cause a monster engulfing you to be struck by a wide-angle disintegration beam from an angry god (requires it to survive the aforementioned lightning bolt, generally by being shock resistant) Polymorph into a sea monster with a drowning attack, and repeatedly attack monsters while being in water (breathless monsters will survive this type of attack). The chance of wrapping around a target monster is only about 10%, but if it's successful, the next melee attack will instakill the monster. Variants SLASH'EM SLASH'EM features several new instadeaths. They are: Being hit by a gaze of death from a Catoblepas or the Beholder Asking a gypsy to read your fortune and drawing Death while not having magic resistance Being hit by Thiefbane (10% chance) Being hit by Serpent's Tongue without poison resistance (10% chance) Being hit by a wooden stake as a vampire Invoking the Eye of the Beholder with your luck less than −9. Being hit by Houchou dNetHack dNetHack features the following insteadeaths: Being on the same level as a dying mandrake, while you have 100 or fewer hit points. Hallucination or the seal of Ose will prevent this. FIQHack FIQHack does not have poison instadeath. Instead, you suffer permanent attribute loss, which cannot be cured by a unicorn horn or potion. See also Delayed instadeath, which also results in sudden death but allows for emergency intervention. Trickery, which ends a game instantly as an anti-cheating measure and is not considered death This page may need to be updated for the current version of NetHack. It may contain text specific to NetHack 3.4.3. Information on this page may be out of date. Editors: After reviewing this page and making necessary edits, please change the {{nethack-343}} tag to the current version's tag or {{noversion}} as appropriate.
# Talk:Yumi 2ya? How can the Yumi shoot 2 ya at a time? It used to do it all the time when I first started playing Samurai, but doesn't anymore. Is it me? Or something I'm doing? Just guessing. There are several types of bows and ammunition in the game - are you using a "yumi"/"long bow" and firing "ya"/"bamboo arrows", as opposed to arrows, elven arrows, etc? Do you wield the launcher? Do you quiver (or autoquiver) your ammunition? Does the ammunition stack? What about all the other conditions in the multishot article? --Tjr (talk)
# 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 23 July 2023 &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;22:42&nbsp; Weapon‎ (diff | hist) . . (+495)‎ . . Cathartes (talk | contribs) (→‎Description: weapon use by monsters; also a note for the "weapon (n)d(y)" format that this wiki uses in monster infoboxes since I don't know where else in the wiki to put this info) &nbsp;m&nbsp;&nbsp;&nbsp;11:49&nbsp; Object materials‎ (diff | hist) . . (+20)‎ . . Umbire the Phantom (talk | contribs) (lede, word choice)
# TV Tropes Tropes are storytelling devices and conventions that a writer can reasonably rely on as being present in the audience members' minds and expectations. NetHack is no exception in using these. Tvtropes.org is a large wiki which discusses over 4,000 such tropes, and has indexing articles on every type of tv, film, video game including NetHack. NetHack is listed as having about 118 tropes- one of which is Guide Dang It, referring readers to this wiki.
# Spellbook of wizard lock spellbook of +   wizard lock   Appearance random Abundance 3.05% Base price 200 zm Weight 50 Turns to read 3 Ink to write 10–19 Spell type matter Level 2 Power cost 10 Pw Direction beam Equivalent wand of locking In NetHack, the spellbook of wizard lock allow you to cast the spell of wizard lock. It is a level 2 matter spell. Contents 1 Effects 2 Strategy 3 SLASH'EM 4 See also Effects When cast, the effect is the same as that of a wand of locking, closing and locking any open doors and lockable containers in the direction it was cast; if cast at an empty doorway, it will create a locked door. Further information can be found on Wizard lock. Strategy Like the wand, the spell of wizard lock is useful for closing doors at a range, which is handy when escaping from certain monsters or else securing a room for other reasons, such as nurse dancing or sacrificing at an altar found outside of a temple. It can also be used with the knock to weaponize the castle drawbridge; however, the wand may be preferable for all these purposes due to the power cost, unless there is a means of power regeneration/recovery on hand. Both this and the knock spell can also be used to train up skill in matter spells in order to cast high-level spells such as polymorph and dig. SLASH'EM In SLASH'EM, the spell of wizard lock has a different effect on the new indestructible doors introduced at the top level of Vlad's Tower - it only closes the doors without locking them. ("The door swings shut!") See also Spellbook of knock 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.
# Prehistoric monsters (dNethack) Prehistoric monsters don't appear normally, but fossils of them may be found buried in the walls, and they spawn in the Caveman quest. Contents 1 Trilobite 2 Saber-toothed cat 3 Triceratops 4 Tyrannosaurus 5 Diplodocus Trilobite a trilobite File:Trilobite.png Difficulty 4 Attacks Bite 1d4 physical a trilobite File:Trilobite.png Difficulty 4 Attacks Bite 1d4 physical Base level 3 Base experience 40 Speed 12 Base AC 3 Base MR 0 Alignment 0 (neutral) Frequency (by normal means) 0 (Not randomly generated) Genocidable No Weight 140 Nutritional value 100 Size tiny Resistances poison Resistances conveyed poison A trilobite: has no hands. has no head. is an animal. can lay eggs. is carnivorous. is normally generated hostile. cannot be tamed. Trilobites are the most common form of fossil. Saber-toothed cat f saber-toothed cat File:Saber-toothed cat.png Difficulty 12 Attacks Claw 2d4 physical, Claw 2d4 physical, Bite 2d8 physical f saber-toothed cat File:Saber-toothed cat.png Difficulty 12 Attacks Claw 2d4 physical, Claw 2d4 physical, Bite 2d8 physical Base level 10 Base experience 251 Speed 12 Base AC 6 Base MR 0 Alignment -5 (chaotic) Frequency (by normal means) 0 (Not randomly generated) Genocidable No Weight 2250 Nutritional value 800 Size large Resistances cold Resistances conveyed cold A saber-toothed cat: has no hands. is an animal. is carnivorous. is normally generated hostile. is strong. can be seen through infravision. cannot be tamed. Triceratops D triceratops File:Triceratops.png Difficulty 18 Attacks Butt 3d6 physical, Butt 3d8 physical, Butt 3d8 physical D triceratops File:Triceratops.png Difficulty 18 Attacks Butt 3d6 physical, Butt 3d8 physical, Butt 3d8 physical Base level 15 Base experience 561 Speed 10 Base AC 4 Base MR 0 Alignment 0 (neutral) Frequency (by normal means) 0 (Not randomly generated) Genocidable No Weight 4500 Nutritional value 1000 Size huge Resistances poison, level drain Resistances conveyed acid A triceratops: has no hands. is an animal. has a thick hide. can lay eggs. is herbivorous. is normally generated hostile. is nasty. is strong. can be seen through infravision. normally appears in small groups. cannot be tamed. Tyrannosaurus D tyrannosaurus File:Tyrannosaurus.png Difficulty 19 Attacks Bite 7d6 physical D tyrannosaurus File:Tyrannosaurus.png Difficulty 19 Attacks Bite 7d6 physical Base level 18 Base experience 699 Speed 12 Base AC 4 Base MR 0 Alignment 0 (neutral) Frequency (by normal means) 0 (Not randomly generated) Genocidable No Weight 4500 Nutritional value 1000 Size huge Resistances poison, level drain Resistances conveyed acid A tyrannosaurus: has no hands. is an animal. has a thick hide. can lay eggs. is carnivorous. is normally generated hostile. can follow you to other levels. is nasty. is strong. can be seen through infravision. cannot be tamed. Great care must be taken around the tyrannosauruses encountered in the Caveman quest. They are as fast as an unhasted PC, and their bite is very dangerous. Diplodocus D diplodocus File:Diplodocus.png Difficulty 22 Attacks Claw 8d12 physical D diplodocus File:Diplodocus.png Difficulty 22 Attacks Claw 8d12 physical Base level 20 Base experience 811 Speed 10 Base AC 6 Base MR 0 Alignment 0 (neutral) Frequency (by normal means) 0 (Not randomly generated) Genocidable No Weight 9000 Nutritional value 1500 Size gigantic Resistances poison, level drain Resistances conveyed acid A diplodocus: can survive underwater. has no hands. is an animal. has a thick hide. can lay eggs. is herbivorous. is nasty. is strong. can be seen through infravision. normally appears in small groups. cannot be tamed. Great care must be taken around the diplodocuses encountered in the Caveman quest. They are slower than average, but their tail slam is incredibly damaging.
# 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.
# Experience points Experience points or XP measure your progress toward gaining experience levels. You gain an experience level when your XP crosses the next threshold. They are shown in the status line when the showexp option is on (default: off). Experience points can be gained by: Killing monsters, with stronger monsters awarding more points. Eating tripe, yielding 1 XP (50% chance). The first minor consultation from the Oracle gives 5 XP. The first major consultation gives 55 XP or more, depending on your level. Quaffing from sinks, which can give 1 XP (5% chance). Untrapping squeaky boards, for 1 XP. The first novel you read gives 20 XP (Nethack 3.6) See the oracle page for the precise mechanics, in particular, order matters. A blessed potion of gain level increases your level by 1, and gives you enough XP to put you part of the way to the next level, while an uncursed potion, a wraith corpse or a "very educational experience" with a foocubus just gives you enough XP needed to gain the one level. When you lose a level, your XP is set to 1 less than your current level needs. Experience points from killing monsters The number of experience points obtained by killing a monster of level ML is computed as follows:[1] Start with (ML)*(ML) + 1; Add 3 if the monster's speed is between 13 and 18, and 5 if the monster's speed is at least 19; Add a bonus for low armor class monsters: +5 for AC 2, +6 for AC 1, +7 for AC 0, and +(14-2*AC) for negative AC; Add 1000 for a sea monster with a drowning attack, if you don't have magical breathing and are not polymorphed into an amphibious monster; Add 7*ML if the monster is M2_NASTY; Add 50 if ML is at least 9; For each attack that the monster has, add a bonus based on attack type: +10 for spellcasting attacks, +5 for weapon attacks, +3 for all other attack types, except for passive, claw, bite, kick and headbutt attacks, which give no bonus; For each attack that the monster has, add a bonus based on damage type: +(50-ML) for sliming, stoning or drain life, and +ML for a damage type that is the same as a dragon's breath attack (fire, cold, shock, sleep, disintegration, magic missiles, acid, or strength-draining poison — but not for dexterity- or constitution-draining poison); For each attack that the monster has, add a +ML bonus if the attack's maximum damage is at least 24. If the monster has been cloned or revived, there is a penalty to experience gained based on the total number of monsters of that type that have been killed. No. kills Xp penalty 1..20 None 21..40 xp/2 41..80 xp/4 81..120 xp/8 121..180 xp/16 181..240 xp/32 241..255+ xp/64 The result is the number of points you earn for killing the monster. Mail daemons are a special case; they are only worth 1 experience point. This calculation takes into account all attacks listed in the monster's definition from the source code, including attacks that are not implemented (such as the green slime's passive sliming attack). The armor class and speed used in this calculation are the base values; they do not take into account the armor that the monster might have worn, or the extra speed that the monster might have had from a wand of speed monster, a monster spell, etc. On the other hand, the monster level used here is the monster's actual level at the time it was killed, not the base level or the level at which it was created. References ↑ src/exper.c in NetHack 3.6.0, line 73 This page may need to be updated for the current version of NetHack. It may contain text specific to NetHack 3.6.0. Information on this page may be out of date. Editors: After reviewing this page and making necessary edits, please change the {{nethack-360}} tag to the current version's tag or {{noversion}} as appropriate.
# User:Infinigon/Curing ailments Heals Max HP Hallucination Blindness Sickness Potion of healing 8d4 / 6d4 / 4d4 +1 / +1 / 0 No Noncursed Blessed Potion of extra healing 8d8 / 6d8 / 4d8 +5 / +2 / 0 Yes Yes Noncursed Potion of full healing 400 +8 / +4 / 0 Yes Yes Noncursed Heals Max HP Hallucination Blindness Sickness Potion of healing Blessed 8d4 +1 No Yes Yes Uncursed 6d4 +1 No Yes No Cursed 4d4 0 No No No Potion of extra healing Blessed 8d8 +5 Yes Yes Yes Uncursed 6d8 +2 Yes Yes Yes Cursed 4d8 0 Yes Yes No Potion of full healing Blessed 400 +8 Yes Yes Yes Uncursed 400 +4 Yes Yes Yes Cursed 400 0 Yes Yes No
# File:Left-handed spellbook.png File File history File usageNo higher resolution available. Left-handed_spellbook.png ‎(16 × 16 pixels, file size: 197 bytes, MIME type: image/png) A left-handed 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 current23:11, 4 December 201016 × 16 (197 bytes)Ilmari Karonen (talk | contribs)A left-handed 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.
# File:NHC-Projectile-Longevity-26-in-100.png File File history File usageNo higher resolution available. NHC-Projectile-Longevity-26-in-100.png ‎(364 × 382 pixels, file size: 5 KB, MIME type: image/png) Summary Projectile longevity chart. Data created using an iterative function similar to the following: Total = 100 Total = 100 Repeat(Total = Total + (100*(1/3)^x), x,1,9999) Ans = 150 Which is to say, it starts at 100 and adds up the multiple of the breakage chance (100 + 33.33 + 11.11, etc). It does this 9999 times, which is intentionally overkill (and actually well outside the precision level of my calculator, for that matter). This description is shared among all six of these charts, and thus, the actual function will vary slightly (replacing the instance of 1/3 with whatever the odds happen to be). 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 current13:17, 10 July 2010364 × 382 (5 KB)Feagradze (talk | contribs)Projectile longevity chart. You cannot overwrite this file. File usage There are no pages that use this file.
# Sliming Sliming is a serious status affliction in NetHack that occurs if you are hit by the touch attack of a green slime, use a biting or brain-sucking attack against it, engulf it, or eat a glob of green slime. It is shown as Slime in the status line. Contents 1 Description 2 Curing 3 Strategy 4 History 5 Messages 6 See also 7 Reference Description The sliming process will irreversibly transform you in nine turns, which is fatal - this is shortened to four turns if you have engulfed it; if you "die" as a result of sliming and leave bones, your character will be a green slime rather than a ghost. If your life is saved by an amulet of life saving, you will also survive as a green slime unless they have been genocided, but this is instead treated as a polymorph that will wear off as normal. Other monsters that suffer from sliming will immediately turn into green slimes. Curing There are more than a few methods of curing sliming, all of which are listed below: Burn away the slime using any fire-based attack: zapping yourself with a wand of fire, reading a scroll of fire, being caught in an explosion from a lit potion of oil, or throwing a weapon that inflicts fire damage, such as Fire Brand, upwards via &lt;. Drinking a burning potion of oil will not cure sliming. Monsters afflicted by sliming that can breathe fire will do so at themselves to burn away the slime.[1] Controlled polymorphing into either a green slime or a fiery monster (specifically a fire vortex, flaming sphere, fire elemental, or salamander).[2] Casting cure sickness successfully causes the slime to disappear. The Staff of Aesculapius cures sliming among other status effects when invoked. Prayer is also effective at removing slime, assuming you are not in Gehennom (where green slimes can randomly generate). An amulet of life saving will allow you to survive as a green slime, provided they have not been genocided; you will eventually return to normal. An amulet of unchanging will immediately abort the sliming process if worn during it. There is no specific, intrinsic resistance to sliming, and the only ways to gain resistance are to wear an amulet of unchanging or else polymorph into a green slime or a fiery monster. 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. Drinking a burning potion of oil will now cure sliming; monsters can also use this method. Strategy If you have controlled polymorph, it is generally preferable to polymorph into a fiery monster - this renders you immune to subsequent sliming attacks, and most fiery monsters are solid fighting forms. The salamander is likely the best one to choose, as it is the only fiery monster with eyes and can wear all armor except boots. Fire vortices are also a good option - although they are blind, they are extremely fast and can pick up items. As sliming lacks a formal resistance, various late-game foes up to and including the Wizard of Yendor are not immune to sliming. A user has suggested improving this page or section as follows: "Expand on offensive uses of sliming." History Sliming was first introduced along with green slimes in NetHack 3.3.0. From this version to NetHack 3.6.0, as well as some variants based on these versions, surviving via life saving would leave you in your current form instead of turning you into a green slime. Messages Message Turns to live "You don't feel very well." 9 "You are turning a little green." 8 "Your limbs are getting oozy." 6 "Your skin begins to peel away." 4 "You are turning into a green slime." 2 "You have become a green slime." 0 See also Green slime Reference ↑ src/muse.c in NetHack 3.6.6, line 2393 ↑ mondata.h in NetHack 3.6.1, line 51
# Talk:Smoky and milky potions Perhaps this page should be called "smoky and milky potions", as I don't think milky potions merit their own page, but true rumors links to milky potions. Ekaterin 13:31, 31 October 2006 (UTC) Contents 1 Clarification needed 2 Potions requiring Mitigation 3 Ghost 4 Advantages of Potion Identities Clarification needed Clarification is needed on the following point: does the chance of summoning only apply while unidentified, or does it still work after the potions have been identified? Potions requiring Mitigation The identity of the smoky potion can present the question of how to safely consume a hazardous potion. This table assumes you've already blessed them so you are not confused by booze or can voluntarily end levitation. It would seem that invisibility, polymorph and paralysis are the main headaches. Potion Cost Weight Blessed Result Mitigation sickness 50 20 Lose 1 hp, abuse Con Quickly recovered confusion 100 20 Confusion, abuse Con Unicorn horn or Heal hallucination 100 20 Hallucination Unicorn horn or Heal sleeping 100 20 Sleep Resistance blindness 150 20 Blindness Unicorn horn or Heal invisibility 150 20 Invisibility Carry Mummy Wrapping polymorph 200 20 Polymorph Polymorph control acid 250 20 Lose 1-4hp, abuse Con Resistance or recover oil 250 20 abuse Wis Quickly recovered paralysis 300 20 Paralysis Free action --PeterGFin 18:16, 19 December 2010 (UTC) Bit of thread necromancy here, but for polymorph, unchanging is better - even controlled polymorphs are likely to shuffle your stats, which is usually undesirable. Also, for paralysis, a locked closet is a decent substitute for free action, although by no means perfect. -Ion frigate 09:09, 22 July 2011 (UTC) You can always go for "master mind flayer" instead of your own race, that cuts down on stats changes. --Tjr 14:16, 22 July 2011 (UTC) Worn dragon scales or mail of any color will also work. 220.255.2.63 12:52, 26 July 2011 (UTC) True, but both of those break polyselfless; PC gives you the choice of likely stat-shuffling or breaking that conduct. Unchanging does neither; granted, PC is more useful overall and more common I believe, but unchanging is better for this specific purpose. -Ion frigate 11:19, 27 July 2011 (UTC) I added the table with some changes to the article. I removed the Heal idea: the spells won't cure hallucination, blindness or confusion, and it's absolutely not worth using up alchemizable potions of (extra|full) healing for this purpose, not when a unicorn horn is perfectly sufficient. Also, I didn't mention the dragon scale mail idea - you have to wait out each polymorph, because subsequent ones *will* destroy your dragon scale mail, in addition to being totally random. -Ion frigate 11:34, 27 July 2011 (UTC) The idea is to rehumanize after each dragon polymorph, e.g. by casting spells at yourself or throwing stuff up. But yes, it's a corner case that would clutter up the article. --Tjr 14:29, 27 July 2011 (UTC) Doesn't that cut your rehumanized hp in half, in addition to possibly taking some max hp? Or is it just SLASH'EM doppelgangers who have that problem? -Ion frigate 18:13, 27 July 2011 (UTC) In vanilla your hp is cut in half. Losing max HP is slash'em specific; IIRC you lose half of the maximum HP of your previous form if you have polymorph control and rehumanize from HP loss or get zapped by a wand of cancellation. I can't recall if it is doppelganger specific, but it's definitely slash'em specific at least. -- Qazmlpok 18:54, 27 July 2011 (UTC) Huh? In none of my speed runs, I lost any base form HP or maxHP from rehumanizing. --Tjr 19:06, 27 July 2011 (UTC) Max HP is SLASH'EM specific. Losing half of your HP is also present in vanilla. It only occurs upon rehumanization caused by HP loss, not any other source (e.g. natural timeout, another polymorph). -- Qazmlpok 21:25, 27 July 2011 (UTC) That's a myth - in vanilla don't take damage from rehumanizing. 1) I don't see anything in the code chain that halves natural hit points (mattacku,hitmu,mdamageu,rehumanize,polyman). 2) rehumanize is called exactly the same way by the timeout as by HP loss (timeout.c, line 194 versus mhitu.c, line 2051). 3) I have plenty of experience playing polyself-based speed runs, and I know I have reverted to almost fully healed base form. --Tjr 07:18, 28 July 2011 (UTC) SLASHEM does cut HP and maxHP, see mhitu.c in SLASH'EM 0.0.7E7F2, line 2555 --Tjr 07:24, 28 July 2011 (UTC) Note, however, that worn dragon scales or mail do have an advantage, because they give absolutely no chance of feeling like a new foo; controlled polymorph still gives a small chance of that. 220.255.2.68 08:29, 28 July 2011 (UTC) Ghost Is the chance of a ghost being summoned from a milky potion based off the djinni count or something else? 75.58.121.153 11:47, 21 July 2011 (UTC) It's the same formula, but based off the ghost count rather than the djinni count. -- Qazmlpok 12:10, 21 July 2011 (UTC) Ghosts summoned I assume, not total ghosts generated? 75.58.121.153 12:17, 21 July 2011 (UTC) No, total ghosts generated regardless of source (guaranteed in level, from haunted temples, and of course from milky potion. I'm not sure about bones files). Same with djinni, actually - the guaranteed djinni on the plane of air do count against smoky potion djinni. -- Qazmlpok 12:21, 21 July 2011 (UTC) So once I reach the Valley of the Dead, the chance of a ghost becomes microscopic? 75.58.121.153 12:28, 21 July 2011 (UTC) Advantages of Potion Identities I like to think about the advantages and disadvantages of having smoky potions be this or that. Anything that monsters will quaff is bad, since they will sometimes waste a djinni summoning. Potions that are easy to make (like sickness) or find (like object detection) are good. I think the best is probably fruit juice - it is pretty common already, and you can get more by canceling booze or see invisible, dipping an amethyst into booze, or dipping a unihorn into sickness (which itself one of the more common types and easy to get from alchemy). Its effect is mildly helpful (although it can be annoying to have to wait if you are satiated and have a large stack of them - the only real downside). The worst possibility is undoubtedly polymorph - one of the rarest potions, no way to alchemize it, needs a lot of preparation to quaff safely, and each one you quaff is a lost opportunity to polymorph a junk magic item in the hope of getting a marker. Fyr (talk) 04:40, 9 July 2014 (UTC)
# The Guild of Disgruntled Adventurers In SLASH'EM, the Guild of Disgruntled Adventurers is located between levels 26 and 31. It has a 50% chance of being generated. Contents 1 The level 2 Strategy 2.1 Athames and Hawaiian shirts 3 See also 4 Reference The level An example map. &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;-----&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;--------------&nbsp;&nbsp;&nbsp;&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;|...@%..@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;|f?.@!.@@..@@-########&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;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;--------------- It is a rooms-and-corridors level, with one bigger 12X6 room containing various player monsters. The player monsters are: two archeologists two barbarians a caveman and a cavewoman two doppelgangers two elves two flame mages two healers two ice mages two knights two monks two necromancers a priest and a priestess two rogues two samurai two tourists two undead slayers two valkyries two wizards in SLASHTHEM, also a padawan and a jedi. The 12X6 room also contains: four random scrolls, two random wands, three random potions, ten random objects. The rest of the level is five ordinary rooms with three random traps and six random objects. Strategy Note that most of these are not sleep resistant, so knowing the sleep spell or having lots of wands of sleep can be handy. Done right with sleep rays, this level can generate a large amount of loot. In the confusion, try not to put a wand of cancellation in your bag of holding/Wallet of Perseus. The Adventurers will come equipped with a wide variety of wands and potions, so be prepared. The three greatest threats are usually wands of death, wands of fireball, and wands of draining: the first is of course counteracted by reflection or magic resistance, the second only by fire resistance (NOT reflection), and the third by drain resistance. Also note, that the two archeologists might have pickaxes, and use them to dig around complicating strategy. Athames and Hawaiian shirts Of note, is the fact that here you can easily find athames and Hawaiian shirts, two items that are otherwise hard to get. The two ice mages, two flame mages and two wizards will certainly generate several athames, while the tourists will generate two Hawaiian shirts. See also Special level (SLASH'EM) Bar (SpliceHack) Reference From source guild.des file
# Stoning In NetHack, stoning or petrification is the process of a character turning to stone. This usually happens due to an encounter with a cockatrice, but the gaze of Medusa also turns you to stone. Stoning resistance can only be gained by polymorphing into an intrinsically stoning-resistant monster, and is not available by any other means (such as equipment or eating corpses). You are only resistant for the duration you are such a monster. Intrinsic stoning resistance is not implemented.[1] Contents 1 Stoning resistance 1.1 Stoning-resistant monsters 2 Stiffening versus instadeath 2.1 Messages 3 Stopping stiffening 4 Variants 4.1 SLASH'EM 4.2 UnNetHack 4.3 dNetHack 4.4 FIQHack 5 References Stoning resistance While stoning resistance is a property that can occur in-game, it can generally only be obtained by polymorphing into the form of a stoning-resistant monster. The following information pertains to an upcoming version (NetHack 3.7.0). If this version is now released, please verify that it is still accurate, then update the page to incorporate this information. As of commit 071d79dc, temporary stoning resistance can be granted by eating the following corpses: acid blob, chickatrice, cockatrice, gargoyle, winged gargoyle, spotted jelly, ochre jelly, yellow dragon, green mold, black naga, green slime, xorn, Medusa, lizard, Chromatic Dragon. You get the message You feel less concerned about becoming petrified. when you gain temporary stoning resistance and You no longer feel secure from petrification. when the temporary resistance expires. You can get extrinsic stoning resistance by wearing yellow dragon scales or yellow dragon scale mail. Stoning-resistant monsters A variety of monsters are stoning-resistant, typically for fairly straightforward reasons:[2] Creatures that can petrify others: chickatrices, cockatrices, and Medusa (but Medusa can be stoned by her own reflection) Creatures already made of stone or earth: gargoyles, winged gargoyles, stone golems, earth elementals, xorns Creatures that are acidic: acid blobs, black naga hatchlings, black nagas, gelatinous cubes, green molds, Juiblex, ochre jellies, spotted jellies, baby yellow dragons, yellow dragons, all P Immaterial creatures: air elementals, djinn, sandestins, mail daemons, fire elementals, ghosts, shades, water elementals, wraiths, lights, all v Important enemies: Death, Famine, Pestilence, and all quest nemeses Lizards (logically enough, since they cure stoning when eaten) Skeletons (presumably fossilization doesn't slow them down much) Other golems are not stoning resistant, but instead become stone golems if they would be stoned by any method. Stiffening versus instadeath Touching a cockatrice or chickatrice is instantly fatal for a character without stoning resistance, as is meeting the gaze of Medusa. Attacking a cockatrice or chickatrice barehanded or barefooted, picking up the corpse barehanded, and kicking it barefooted are ways of touching among many, many others. Throwing a cockatrice egg up (&lt;) and being hit by it is an instadeath, but being hit by one thrown by a monster starts the stiffening process, as does eating the egg, or hearing the cockatrice's hissing attack. The process technically takes 5 turns, but after 2, your limbs turn to stone and you can't do anything else but proceed to die. You will also lose any intrinsic speed when you start "slowing down",[3] which may give you even fewer actions to save yourself; if you are burdened or worse, you might not be able to save yourself at all! Messages Message Turns to live "You are slowing down" 2 "Your limbs are stiffening" 1 "Your limbs have turned to stone." "You have turned to stone." "You are a statue." 0 Stopping stiffening If you hear the hissing of a cockatrice and start turning to stone – stiffening – you still have several ways, albeit not several turns, to save yourself. The corpse of a lizard or an acidic monster stops the process as soon as you start eating, so you shouldn't worry about not chewing fast enough or being interrupted. The monster corpses that can stop stiffening are as follows:[4] lizard (baby) yellow dragon black naga (hatchling) acid blob gelatinous cube spotted jelly ochre jelly green mold gray ooze brown pudding black pudding green slime – but see below. Tins of the above monsters will also work. However, you need a blessed tin opener (which always immediately opens tins) in order to guarantee opening the tin in time. If you do not have a blessed tin opener, a blessed tin will open in 0-1 turns, but if it takes 1 turn, you may be interrupted while opening it.[5] Applying a tin opener will wield it without taking a turn if you then immediately open a tin. The most common method is to eat a lizard corpse; since they never rot, you should always carry one along. However, if you do not have an appropriate corpse with you, you may also quaff a potion of acid. The stone to flesh spell will save you if you cast it on yourself, but it will also turn mineral items in your main inventory to meat, including rocks, rings, and wands. If your god is happy with you and you are not in Gehennom, prayer works as well. Sliming only saves you from petrification if it is from eating a glob of green slime, which is acidic; however, it is then necessary to cure the sliming. An amulet of unchanging will not protect you from stoning, but an amulet of life saving will save your life. Reflection or blindness protects you from turning to stone by the gaze of Medusa. Wearing gloves is strongly recommended while handling cockatrices. Polymorphing into a stoning-resistant monster will also stop the petrification process, as will polymorphing into any type of golem (as they turn into stone golems rather than dying). Variants SLASH'EM In SLASH'EM, there are two additional monsters that cause stoning: the thick-hided basilisk, and the asphynx, which can hide under objects and stone an unsuspecting player. Both are significantly higher-level than the cockatrice; on average, fights against them will be longer, increasing the chance that one of their attacks may start turning you to stone. They also use different glyphs, meaning that a blessed scroll of genocide is no longer an easy solution. SLASH'EM also introduces the amulet versus stone, which will save your life against stoning in the same manner as an amulet of life saving, costing a point of constitution and incrementing the "killed" counter. The amulet, however, is not destroyed in the process unless it is cursed; otherwise, its beatitude changes from uncursed to cursed, or from blessed to uncursed. Thus, with a sufficient supply of holy water, one amulet can prevent many stoning YASDs. UnNetHack In UnNetHack, external resistance to stoning may be provided by chromatic dragon scales (or chromatic dragon scale mail). dNetHack dNetHack introduces several new acidic monsters, whose corpses can cure stoning: shoggoths blood bloaters blue and yellow dragons and baby forms (blue is new) flux slime darkness given hunger In addition, all varieties of cave lizard and giant turtles will cure stoning. Monks gain intrinsic stoning resistance at level 27. FIQHack In FIQHack, external resistance to stoning is provided by yellow dragon scales (or yellow dragon scale mail), in addition to the usual acid resistance. References ↑ monst.c, line 147, monst.c, line 184, monst.c, line 176, monst.c, line 426, monst.c, line 433, monst.c, line 1349, monst.c, line 1423, monst.c, line 1744, monst.c, line 1774, monst.c, line 2063, monst.c, line 2477, monst.c, line 2879, monst.c, line 3220 ↑ See monst.c, line 94 and on; look for MR_STONE in the seventh field (not the eighth, that's resistances it grants). ↑ timeout.c in NetHack 3.4.3, line 36 ↑ src/eat.c in NetHack 3.6.1, line 704, src/eat.c in NetHack 3.6.1, line 733 ↑ src/eat.c in NetHack 3.6.6, line 1469 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.
# Dwarf (monster) h dwarf Difficulty 4 Attacks Weapon 1d8 h dwarf Difficulty 4 Attacks Weapon 1d8 Base level 2 Base experience 22 Speed 6 Base AC 10 Base MR 10 Alignment 4 (lawful) Frequency (by normal means) 3 (Rare) Genocidable Yes Weight 900 Nutritional value 300 Size Medium Resistances None Resistances conveyed None A dwarf: can tunnel through walls. needs a pick-axe to tunnel through walls. has a head, a couple of arms, and a torso. is omnivorous. is not a valid polymorphable form. is a dwarf. is strong. likes gold. likes gems. can pick up weapons and food. has infravision. can be seen through infravision. Reference monst.c, line 446 h dwarf lord Difficulty 6 Attacks Weapon 2d4, Weapon 2d4 h dwarf lord Difficulty 6 Attacks Weapon 2d4, Weapon 2d4 Base level 4 Base experience 51 Speed 6 Base AC 10 Base MR 10 Alignment 5 (lawful) Frequency (by normal means) 2 (Quite rare) Genocidable Yes Weight 900 Nutritional value 300 Size Medium Resistances None Resistances conveyed None A dwarf lord: 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 a dwarf. is a lord to its kind. is male. is strong. likes gold. likes gems. can pick up weapons and food. has infravision. can be seen through infravision. Reference monst.c#line461 h dwarf king Difficulty 8 Attacks Weapon 2d6, Weapon 2d6 h dwarf king Difficulty 8 Attacks Weapon 2d6, Weapon 2d6 Base level 6 Base experience 83 Speed 6 Base AC 10 Base MR 20 Alignment 6 (lawful) Frequency (by normal means) 1 (Very rare) Genocidable Yes Weight 900 Nutritional value 300 Size Medium Resistances None Resistances conveyed None A dwarf king: 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 a dwarf. is an overlord to its kind. is male. is strong. likes gold. likes gems. can pick up weapons and food. has infravision. can be seen through infravision. Reference monst.c#line469 Dwarves are monsters that are usually found in the Gnomish Mines, along with gnomes. They are part of the humanoid monster class. Contents 1 Generation 1.1 Equipment 2 Strategy 3 References Generation Dwarves are common in the early game, and are especially easy to find in the Gnomish Mines; randomly generated dwarves are always peaceful towards dwarven and gnomish characters, and will mostly be peaceful towards other lawful characters. Equipment Most dwarves start with iron shoes and a dwarvish cloak (independent 6/7 chance for each). 1⁄4 of dwarves will have a dwarvish iron helm and dwarvish short sword. Of these dwarves, half will receive either a dwarvish spear or axe with equal probability, and a dwarvish roundshield; the other half receives a dwarvish mattock. These dwarves have a further 1⁄3 chance of receiving a dwarvish mithril coat Of the other 3⁄4 of dwarves, 1⁄3 start with a pick-axe, and the others get a dagger.[1] As overlords, dwarf kings will always receive armor that is at least +0, and weapons that are at least +1. This guaranteed enchantment applies to mattocks, but not pick-axes (as they are tools). Note that their equipment can still be cursed. Strategy Dwarves are slow, but can be well equipped. Dwarf lords and dwarf kings have two weapon attacks, which makes them quite deadly when wielding a dwarvish mattock, and they can have excellent AC from their starting armor. Dwarves with digging tools, like the mattock or pick-axe, will use them to dig through the level. It may be worth it for a lawful character to anger and kill dwarves for their equipment, but care should be taken, as this will anger every gnome and dwarf in your line of sight, and will lower your alignment for each one killed. Pets are able to kill peaceful dwarves with no consequences. Dwarves using a dwarvish short sword, axe, dwarvish mattock, or dwarvish spear have better armor than dwarves using a dagger or pick-axe. This is useful knowledge if you are looking for a dwarvish iron helm or mithril-coat. Since dwarf kings and mind flayers share the same glyph, you should use farlook to correctly identify a purple h, especially at lower dungeon levels or in the Gnomish Mines, where the random h class monster can be a mind flayer. References ↑ src/makemon.c in NetHack 3.6.6, line 367
# Ranger Wikipedia has an article about: Ranger (character class) The Ranger is one of the player roles in NetHack. Rangers can be either neutral or chaotic, and can be humans, elves, gnomes, or orcs. Rangers can get expert in dagger, sling, dart, boomerang, spear, bow and crossbow, and also in divination spells. Rangers cannot use two-weapon combat. The guidebook entry for the Ranger has this to say about them: Rangers are most at home in the woods, and some say slightly out of place in a dungeon. They are, however, experts in archery as well as tracking and stealthy movement. Contents 1 Starting equipment 2 Intrinsics 3 Skills 4 Special rules 5 Strategy 5.1 Character creation 5.2 Early game 5.2.1 Objectives 5.2.2 Weapons 5.2.3 Armor 5.3 Mid game 5.3.1 Objectives 5.3.2 Weapons 5.3.3 Armor 5.3.4 Spellcasting 5.3.5 General 5.4 Late game 5.4.1 Objectives 5.4.2 Weapons 5.4.3 Armor 5.4.4 Spellcasting 5.5 Skill slot management 6 Rank titles 7 Quest 8 Variants 8.1 SLASH'EM 8.2 Unnethack 9 Encyclopedia entry Starting equipment A Ranger's starting equipment depends heavily on their race: Human Gnome Elf Orc Melee weapon +1 dagger +1 dagger +1 elven dagger +1 orcish dagger Launcher +1 bow +1 crossbow +1 elven bow +1 orcish bow Primary ammo 50-59 +2 arrows 50-59 +2 crossbow bolts 50-59 +2 elven arrows 50-59 +2 orcish arrows Secondary ammo 30-39 +0 arrows 30-39 +0 crossbow bolts 30-39 +0 elven arrows 30-39 +0 orcish arrows Cloak +2 cloak of displacement +2 cloak of displacement +2 elven cloak +2 cloak of displacement Food 4-8 cram rations 4-8 cram rations 4-8 lembas wafers 4-8 tripe rations two stacks of 1-2 random foods A chaotic Ranger, regardless of race, has a 1% chance each of their primary and secondary ammo stacks being poisoned. Intrinsics Exp Level 1: searching Exp Level 7: stealth Exp Level 15: see invisible Skills Ranger skills Max Skills Basic Weapons: pick-axe, short sword, morning star, hammer, quarterstaff, trident, whip Combat: bare hands, riding Spells: healing, escape Skilled Weapons: knife, axe, flail, polearms, shuriken Expert Weapons: dagger, spear, bow, sling, crossbow, dart, boomerang Spells: divination Rangers start with Basic skill in Dagger and the category of their starting launcher (either Bow or Crossbow). Special rules Rangers have a role bonus for multishot which applies to stackable ranged weapons except daggers. Skill and racial bonuses apply as normal. Rangers have a bonus to their chance of disarming floor traps. Rangers have a +2 penalty with emergency spells. 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. Rangers always succeed in disarming bear traps, unless impaired. (commit e4cb3f08) Rangers get a multishot bonus when wielding the Longbow of Diana. Strategy Character creation A Ranger has many options during character creation, with difficult tradeoffs for each: Humans have the most HP growth, and are the only race that can reach the maximum strength damage bonus without gauntlets of power. This becomes useful around the mid-game if you find it cumbersome to swap back and forth between your melee weapon and launcher, and want to switch to darts. On the downside, you have no racial multishot bonus, and the lack of infravision hurts your ranged combat until you gain extrinsic telepathy from your Quest artifact. Gnomes are the only race to enjoy a relatively peaceful Mines. As a Ranger, you're likely to want to tackle the Mines early to find armor and claim the luckstone to make ranged combat more reliable, so this is a strong advantage. However, your starting crossbow imposes a multishot penalty until you have 16 strength. There's a chance you'll start with that much, but 14 or 15 is more likely, and even lower values are possible. Engaging in melee combat when it's safe to do so, and pushing boulders in Sokoban, should eventually make up the deficit. The gnomes in the Mines and the centaurs on your Quest should supply all the bolts you'll need for the rest of the game, whereas orcs and elves often need to ration their racial missiles. Orcs have the poorest-quality missiles and lose their racial multishot bonus if they switch to better ones. Orcish starting food is generally inferior, forcing them to dive for food more quickly than other Rangers; the starting tripe rations are probably best used for training apport rather than consumption, although pets and a ranged game often do not mesh well. On the other hand, you can obtain pre-poisoned orcish arrows from hostile orcs, giving you a means to inflict instadeath on a threatening monster; poison resistance is also a general early-game boon, e.g when untrapping dart traps for their missiles. Elves have the best starting missiles when you include the racial damage bonus, and enjoy a total +2 to-hit bonus when firing them. Elven arrows are also inherently protected from rust monsters and the various acidic blobs and jellies in the early game, although gelatinous cubes can eat them. However, since elven monsters are always peaceful to you, they never spawn in groups, so lost elven arrows are difficult to replace. You can immediately turn your elven dagger into Sting if you wish, and your starting lembas wafers alone will last you thousands of turns, letting you play more slowly and methodically than other races. Elven disadvantages mostly show in the late game, when you'll need gauntlets of power to reach maximum strength and encumbrance (which in turn gives a -2 to-hit penalty when used with bows), and your lower constitution penalizes your HP and its recovery. As a neutral character, you're more likely than a chaotic one to receive a useful sacrifice gift. An elf can force Stormbringer as their first gift by naming Sting and Orcrist beforehand; while not likely to quickly receive a second gift with three artifacts generated, Stormbringer can prove sufficient enough. Chaotics have the usual advantage of a more merciful mysterious force. Early game Objectives If you're not a gnome, the Mines will be fairly dangerous. However the resident gnomes and dwarves will have plenty of ranged weapons and armor that you might want. It will be hard to attack enemies from a distance on dark levels, especially for players without infravision. It is important to remember that enchanted arrows and arrows which have been blessed break less often than other arrows. High Luck substantially reduces breakage of blessed projectiles, so a luckstone is essential for long term arrow use. With high Luck and blessed arrows enchanted to +2 or higher, arrows break only very rarely: less than 1 in 200 hits. This makes Mines' End a very important destination, and obtaining holy water a high priority. Weapons Accumulate a stack of daggers to save your arrows from breaking. You can discard these after you have a large stack of blessed, +6 or +7 arrows. Use your +2 arrows first; not only do they do more damage, but they are less likely to break (uncursed +2 arrows breakage rate is 25%, while +0 is 67%). Note that while arrows are made of metal (which can corrode), elven arrows are made of wood, so regardless of strategy, it's a good idea to keep a few elven arrows to dispatch acidic monsters and rust monsters. Elven Rangers have the advantage of having such arrows from the start of the game. Consider poisoning your arrows by dipping them in a potion of sickness. This will cause d6 damage and will instantly kill 10% of the time if your target is not poison resistant. Some will become unpoisoned, however, giving you two stacks of arrows, some poisoned and some not. Use the unpoisoned arrows when attacking targets which are not vulnerable to poison. When you intend to enchant your arrows further (or most of your arrows have become unpoisoned), poison the unpoisoned arrows and put them back into the quiver. Note that getting potions of sickness is not difficult; 1/4 of random alchemy results become sickness, so dipping a couple of random potions together should get you a potion of sickness. You can acquire more arrows from dead bodies or by untrapping arrow traps. Keep in mind that Rangers can throw or fire up to 4 ranged weapons at once (except for daggers) giving them on an average 2.5 times the damage as the same weapon in melee. Unskilled or Basic skill can randomly hurl up to 1 extra weapon, 2 extra for Skilled and 3 for Expert. See multishot for details. Armor Rangers are extremely unlikely to cast spells in the early game, so non-cumbersome metallic armor is fine. The starting cloak of displacement for humans, gnomes and orcs is a great aid in maintaining firing distance: many monsters lack a ranged attack outside of picking up projectiles or wands, and are more easily shot down while attacking your displaced image. Levitating while firing your arrows or daggers will make you fire only one missile. Also, you are paralyzed when you hurtle in the opposite direction from your shot; this lasts at least as long as you would take walking, so this is a dangerous way to run away. Mid game Objectives The Quest is a bit tough, and the reward is not too great. The Longbow of Diana provides reflection, but you will want an alternate source of reflection before going on the Quest anyway, to defend against the large number of centaurs armed with wands, and it lacks the racial multishot bonus that non-human Rangers enjoy. However, it does provide telepathy when carried in open inventory and gives the Wizard something else to steal (a quest artifact) other than the Amulet of Yendor. Weapons You can get several hundred arrows from the first level of the Ranger quest off of dead centaurs and untrapping the two arrow traps before the quest boss' lair. Also, the Ranger quest artifact, The Longbow of Diana, can be invoked to summon arrows of its corresponding blessed/cursed status. If you prefer to use a crossbow as your primary ranged weapon (likely for the multishot bonus as a gnome), you can also get a few hundred crossbow bolts from the plains and mountain centaurs in the quest. If you have skill slots to spare, consider switching to darts as your primary ranged weapon. They are as lightweight and plentiful as arrows, don't require a wielded launcher, and despite their low base damage benefit from high Strength, unlike arrows or bolts: at a Strength of 18 darts do as much damage as elven arrows, and with 25 Strength from gauntlets of power, each dart will deal an additional 4 damage over that. The only downsides are a lack of silver damage and, for non-humans, having to disregard the racial multishot bonus. Wishing for Magicbane (even if you're not neutral) may be a good idea because daggers are one of the few weapons Rangers can get expert in. Non-cursed athames (including Magicbane) may also be used to engrave Elbereth on the ground without dulling the blade. In addition to decent damage, it also dispenses useful magical effects on opponents (cancel, probe, stun, and scare). Getting an artifact from your god will unrestrict the associated weapon skill. If you cannot wish or sacrifice for artifacts then spears, tridents and crysknives are all within the Rangers' skillset. You can deal significantly more damage by firing arrows in point-blank range, though. Be careful around water: you don't want your +7 elven arrows to fall in! Armor Should you require extra AC, a small shield gives +1 AC and doesn't impede your Divination spells too much once you've trained. A shield of reflection can also be useful for its extrinsic, opening up your amulet slot for life-saving (or ESP, but ESP is granted by your quest artifact). Rangers cannot two-weapon, and probably should not be using two-handed weapons at this stage of the game. A robe will likely be helpful for spellcasting. Spellcasting Once you have blessed your arrows and have holy water to spare, you can start blessing spellbooks and learning some of the divination spells. A good spell to practice with is light as it's easy to cast and does not take up a lot of power. General Because so many things need to be enchanted (e.g., melee weapon(s), arrows, silver arrows, silver dagger/spear etc), scrolls of enchant weapon are at a premium. Consider putting magic markers and wands of polymorph high on your list of priorities. (Enchanting bows is usually a waste; it only helps your to-hit calculations, not damage, and most players hit every round anyway by the time they get around to enchanting things.) Late game Objectives Raising your experience level past 15 may be useful for spellcasting, but otherwise it's probably not worth the trouble. HP can be raised through alchemy and nurse-dancing. Weapons You will want a good melee weapon because you will likely be levitating a lot in the endgame. That makes it dangerous to fire projectiles. Having a silver backup weapon such as a silver dagger or silver spear is a good idea. While Rangers can't use silver sabers without penalty (unless they are gifted Werebane by their god, unrestricting it), silver daggers and spears can be thrown at incoming silver vulnerable creatures to soften them up. Silver arrows are precious and should be used only on especially nasty creatures; however, blessed silver arrows enchanted to +2 will last you a long time if you have high Luck. Remember that range is your best friend. Nasties on the upstair? Get just close enough, your maximum range, and fire away. They will not flee upstairs as you are too far away, they will not summon monsters at that range and they will not attack you. Armor Most of the spells Rangers will cast are not useful in battle, so a shield of reflection or elven shield might be useful additions to your ascension kit. Spellcasting Rangers can become useful spellcasters, particularly with divination spells. Some of the best spells in the game are magic mapping, identify and detect unseen. Among the non-divination spells, jumping is useful on the Astral Plane as well as to keep a distance from foes. Healing may be useful if you have a pet. Unfortunately, Rangers often have poor Pw growth, so you may spend some time waiting before being able to cast again. Below is a table of all possible spells a Ranger can get at least Basic at. Skill Spells Basic healing, cure blindness, cure sickness, extra healing, stone to flesh, restore ability, jumping, haste self, invisibility, levitation, teleport away Expert detect monsters, light, detect food, detect unseen, clairvoyance, identify, detect treasure, magic mapping Rangers use intelligence as their spellcasting stat. Skill slot management Rangers may find themselves short on skill slots. A starting Ranger will likely want to advance skill with their starting bow. Shortly after that, the Ranger might want to advance skill in dagger and their melee weapon (e.g., spear). Later, a Ranger will likely want to advance skills in spellcasting and either shuriken or dart. Consider if you'll continue to use a weapon class before advancing to expert in order to save skill slots. Rank titles The status line shows you to be one of the following ranks when you reach the specified experience level: XL 1-2: Tenderfoot XL 3-5: Lookout XL 6-9: Trailblazer XL 10-13: Reconnoiterer/Reconnoiteress XL 14-17: Scout XL 18-21: Arbalester XL 22-25: Archer XL 26-29: Sharpshooter XL 30: Marksman/Markswoman Quest Main article: Ranger quest The quest sees you fighting Scorpius for The Longbow of Diana, the artifact bow that creates arrows when invoked and grants ESP when carried. It also provides reflection when wielded. The Ranger quest contains many centaurs, which are are very fast and use projectiles. In addition to that, all of the quest levels contain traps. It is advised to have magic resistance or reflection when going on the quest, since centaurs may generate with wands (including, rarely, a wand of death) as offensive items; reflection will stop the worst of the wands from attacking you, and your easiest method to fight back is at a distance using poisoned arrows, reserving your melee weapon for lesser monsters such as scorpions or bats. Scorpius is capable of inducing sickness with his sting, making it vital to have a cure as part of your kit; a blessed unicorn horn is typically enough, though there are more statistically reliable means available. Upon reaching the goal level, you can check the maximum range of your bow in order to wake and wound Scorpius at that much distance from the upstair, then finish him quickly with a sprat of enchanted arrows. Variants SLASH'EM See Ranger(SLASH'EM) Unnethack In Unnethack, Rangers are restricted to skilled in spear. Encyclopedia entry "Lonely men are we, Rangers of the wild, hunters -- but hunters ever of the servants of the Enemy; for they are found in many places, not in Mordor only. If Gondor, Boromir, has been a stalwart tower, we have played another part. Many evil things there are that your strong walls and bright swords do not stay. You know little of the lands beyond your bounds. Peace and freedom, do you say? The North would have known them little but for us. Fear would have destroyed them. But when dark things come from the houseless hills, or creep from sunless woods, they fly from us. What roads would any dare to tread, what safety would there be in quiet lands, or in the homes of simple men at night, if the Dunedain were asleep, or were all gone into the grave?" [ The Fellowship of the Ring, by J.R.R. Tolkien ] 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.
# Valavi a valavi File:Valavi.png Difficulty 19 Attacks Weapon 4d4 physical, Offhand Weapon 4d4 physical, Multiarm Weapon 4d4 physical, Multiarm Weapon 4d4 physical a valavi File:Valavi.png Difficulty 19 Attacks Weapon 4d4 physical, Offhand Weapon 4d4 physical, Multiarm Weapon 4d4 physical, Multiarm Weapon 4d4 physical Base level 15 Base experience 450 Speed 18 Base AC 0 Base MR 50 Alignment 10 (lawful) Frequency (by normal means) 0 (Not randomly generated) Genocidable No Weight 1450 Nutritional value 400 Size medium Resistances poison Resistances conveyed poison A valavi: has a head, a couple of arms, and a torso. is omnivorous. is not a valid polymorphable form. is normally generated peaceful. is strong. can pick up weapons and food. can pick up magical items. cannot be tamed. Valavi are a special type of Shopkeeper found in the dNetHack law quest. They sell ceramic(1) and woolen(2) armor, shepherd's crooks, figurines of sheep, and fruit with hard-coded alternate names. 1: Lightweight ceramic armor, which is a form of stone. Does not interfere with spellcasting. Example: ceramic helmet. 2: Grants resistance to fire and cold in addition to any other properties, typically modifies cloaks. Also makes the item immune to fire damage, if it was vulnerable previously. Example: woolen cloak of magic resistance.
# NetHack 3.0.10 NetHack Versions Jay Fenlason's Hack HACK for UNIX Hack 1.21 for DOS Hack for PDP-11 PC/IX Hack Andries Brouwer's Hack Hack 1.0 Hack 1.0.1 Hack 1.0.2 Hack 1.0.3 Early NetHack NetHack 1.3d NetHack 1.4f NetHack 2.2a NetHack 2.3e The NetHack 3.0 Series NetHack 3.0.0 NetHack 3.0.1 NetHack 3.0.2 NetHack 3.0.3 NetHack 3.0.4 NetHack 3.0.5 NetHack 3.0.6 NetHack 3.0.7 NetHack 3.0.8 NetHack 3.0.9 NetHack 3.0.10 The NetHack 3.1 Series NetHack 3.1.0 NetHack 3.1.1 NetHack 3.1.2 NetHack 3.1.3 The NetHack 3.2 Series NetHack 3.2.0 NetHack 3.2.1 NetHack 3.2.2 NetHack 3.2.3 The NetHack 3.3 Series NetHack 3.3.0 NetHack 3.3.1 The NetHack 3.4 Series NetHack 3.4.0 NetHack 3.4.1 NetHack 3.4.2 NetHack 3.4.3 The NetHack 3.6 Series NetHack 3.6.0 NetHack 3.6.1 NetHack 3.6.2 NetHack 3.6.3 NetHack 3.6.4 NetHack 3.6.5 NetHack 3.6.6 NetHack 3.6.7 NetHack 3.0.10 is the 15th public release of NetHack and the eleventh by the DevTeam. Izchak Miller published it to the Usenet newsgroup comp.sources.games and the moderator approved it in February 1991. Contents 1 Availability 2 Significant changes 3 The adventurer 4 Dungeon features 5 Bestiary 6 Objects 6.1 Artifacts 6.2 Amulets 6.3 Food 6.4 Weapons 6.5 Tools 6.6 Armor 6.7 Potions 6.8 Scrolls 6.9 Wands 6.10 Spellbooks 6.11 Rings 6.12 Stones 6.13 Other items Availability The original Usenet posts are available from the Internet Archive, and are linked below. These files come from a copy of a two CD-ROM set archived at the Internet Archive. It is titled "Usenet (InfoMagic)," but it contains a copy of the old UUNet archive. You can click on the links, but to get the complete archive, copy and paste to a script for wget. https://archive.org/download/Usenet_InfoMagic/Usenet%20%28InfoMagic%29%20%28Disc%202%29%20%28October%201994%29.iso/games%2Fvolume7%2Fnethack3%2Fpatch10a https://archive.org/download/Usenet_InfoMagic/Usenet%20%28InfoMagic%29%20%28Disc%202%29%20%28October%201994%29.iso/games%2Fvolume7%2Fnethack3%2Fpatch10b https://archive.org/download/Usenet_InfoMagic/Usenet%20%28InfoMagic%29%20%28Disc%202%29%20%28October%201994%29.iso/games%2Fvolume7%2Fnethack3%2Fpatch10c https://archive.org/download/Usenet_InfoMagic/Usenet%20%28InfoMagic%29%20%28Disc%202%29%20%28October%201994%29.iso/games%2Fvolume7%2Fnethack3%2Fpatch10d https://archive.org/download/Usenet_InfoMagic/Usenet%20%28InfoMagic%29%20%28Disc%202%29%20%28October%201994%29.iso/games%2Fvolume7%2Fnethack3%2Fpatch10e https://archive.org/download/Usenet_InfoMagic/Usenet%20%28InfoMagic%29%20%28Disc%202%29%20%28October%201994%29.iso/games%2Fvolume7%2Fnethack3%2Fpatch10f https://archive.org/download/Usenet_InfoMagic/Usenet%20%28InfoMagic%29%20%28Disc%202%29%20%28October%201994%29.iso/games%2Fvolume7%2Fnethack3%2Fpatch10g https://archive.org/download/Usenet_InfoMagic/Usenet%20%28InfoMagic%29%20%28Disc%202%29%20%28October%201994%29.iso/games%2Fvolume7%2Fnethack3%2Fpatch10h Ali Harlow[1] has a NetHack 3.0.10 distribution at [2]. Significant changes NetHack 3.0.10 is a bug-fix release. For the MS-DOS version, the overlay manager can draw its overlays from multiple files on disk; this simplifies distribution on then-current 360K floppies. Later versions of some compilers are supported, as are several Unix variants. Entering wizard mode on the Mac is simplified. The adventurer The player may choose from these roles: Role Alignment Archeologist Lawful Barbarian Chaotic Cave-(wo)man Lawful Elf Lawful Healer Lawful Knight Lawful Priest(ess) Neutral Rogue Chaotic Samurai Lawful Tourist Neutral Valkyrie Chaotic Wizard Neutral All classes permit male and female adventurers, except the Valkyrie which must be female. The adventurer has experience, hit points, magical energy, armor class, alignment, and the six major attributes. He may advance to experience level 30. The initial pet is a little dog for Cavemen, a kitten for Wizards, and a random choice of the two for all others. Dungeon features The dungeon in NetHack 3.0.10 has no branches; there is one way up and one way down. The first 25 levels or so consist of rooms, and beyond that, the adventurer encounters the Castle and then mazes. The deepest dungeon level is 50. Medusa appears as @ on the down-stairs of the level before the Castle. She does not have a special level, and is thus a snare for the unwary adventurer. Dungeon levels below the Castle are designated as "Hell". Entering hell without fire resistance, or losing it once there, is an instadeath. This may happen by taking off an item that confers fire resistance (ring of fire resistance or red dragon scale mail), losing one's polymorph, or by being hit by a gremlin. One may still be saved if he has some other source of fire resistance. These levels have only up-stairs, and the only way to proceed beyond the first level after the Castle is by level teleportation. Special rooms are: throne room swamp vault beehive crypt barracks treasure zoo temple shop Special dungeon features are: pool moat drawbridge door ladder fountain throne sink altar Traps are: monsters disguised as statues bear trap arrow trap dart trap trapdoor teleportation trap pit sleeping gas trap magic trap squeaky board web spiked pit level teleporter anti-magic field rust trap polymorph trap land mine The Amulet of Yendor is found in the posession of the Wizard of Yendor in a maze level. He is in a small room in the center of the maze, surrounded by water and accompanied by a hell hound and a vampire lord. Fake Wizard rooms contain a random demon prince instead of the Wizard and a fake Amulet. If all demon princes have appeared, a demon lord appears instead; if all demon lords have appeared, the room contains a random ordinary demon. All eight modern named demons exist, but their modern lairs do not. A wand of wishing is guaranteed in the Castle, in its modern position; but it lies exposed on the floor instead of being protected by a chest and Elbereth. When ascending from level 1 with the Amulet of Yendor, one is transported immediately to the Astral Plane; the Elemental Planes do not yet exist. The Astral Plane is different from the modern game, having mazes and powerful monsters instead of the denizens of the modern version. Bestiary NetHack 3.0.10 introduces no new monsters. The following monsters may be encountered: Name Symbol Notes giant ant a soldier ant a fire ant a giant beetle a killer bee a queen bee a acid blob b quivering blob b gelatinous cube b cockatrice c little dog d dog d large dog d jackal d werejackal @/d called "jackalwere" in animal form wolf d werewolf @/d called "wolfwere" in animal form winter wolf d warg d hell hound pup d hell hound d floating eye e freezing sphere e kitten f housecat f large cat f jaguar f tiger f gremlin g hobbit h If TOLKIEN defined at compile time bugbear h dwarf h dwarf lord h dwarf king h manes i homunculus i lemure i imp i quasit i tengu i blue jelly j spotted jelly j ochre jelly j kobold k large kobold k kobold lord k kobold shaman k leprechaun l small mimic m large mimic m giant mimic m wood nymph n water nymph n mountain nymph n goblin o hobgoblin o orc o hill orc o Mordor orc o If TOLKIEN defined at compile time Uruk-hai o If TOLKIEN defined at compile time orc shaman o orc-captain o rock piercer p iron piercer p rothe q mumakil q If TOLKIEN defined at compile time leocrotta q wumpus q titanothere q baluchitherium q sewer rat r giant rat r rabid rat r wererat @/r Called "ratwere" in animal form rock mole r cave spider s scorpion s giant spider s lurker above t trapper t white unicorn u gray unicorn u black unicorn u fog cloud v dust vortex v energy vortex v ice vortex v steam vortex v fire vortex v baby long worm w If WORM defined at compile time baby purple worm w long worm w If WORM defined at compile time purple worm w grid bug x xan x yellow light y zruty z ape A carnivorous ape A bat B giant bat B vampire bat B plains centaur C forest centaur C mountain centaur C baby gray dragon D baby red dragon D baby white dragon D baby blue dragon D baby green dragon D baby orange dragon D baby black dragon D baby yellow dragon D gray dragon D red dragon D orange dragon D white dragon D black dragon D blue dragon D green dragon D yellow dragon D air elemental E fire elemental E earth elemental E water elemental E violet fungus F brown mold F yellow mold F green mold F red mold F gnome G gnome lord G gnome king G gnomish wizard G ettin H giant H stone giant H hill giant H fire giant H frost giant H titan H minotaur H owlbear H stalker I jabberwock J Keystone Kop K If KOPS defined at compile time Kop Sergeant K If KOPS defined at compile time Kop Lieutenant K If KOPS defined at compile time Kop Kaptain K If KOPS defined at compile time lich L demilich L master lich L kobold mummy M gnome mummy M orc mummy M elf mummy M human mummy M ettin mummy M giant mummy M red naga hatchling N black naga hatchling N golden naga hatchling N guardian naga hatchling N red naga N black naga N golden naga N guardian naga N ogre O ogre lord O ogre king O gray ooze P brown pudding P black pudding P quantum mechanic Q rust monster R garter snake S snake S water moccasin S pit viper S cobra S python S troll T ice troll T rock troll T water troll T Olog-hai T If TOLKIEN defined at compile time umber hulk U vampire V vampire lord V Vlad the Impaler V barrow wight W wraith W Nazgul W If TOLKIEN defined at compile time xorn X yeti Y kobold zombie Z gnome zombie Z orc zombie Z elf zombie Z human zombie Z ettin zombie Z giant zombie Z straw golem ' If GOLEMS defined at compile time rope golem ' If GOLEMS defined at compile time leather golem ' If GOLEMS defined at compile time wood golem ' If GOLEMS defined at compile time flesh golem ' If GOLEMS defined at compile time clay golem ' If GOLEMS defined at compile time stone golem ' If GOLEMS defined at compile time iron golem ' If GOLEMS defined at compile time human @ Woodland-elf @ If TOLKIEN defined at compile time Green-elf @ If TOLKIEN defined at compile time Grey-elf @ If TOLKIEN defined at compile time elf-lord @ Elvenking @ nurse @ shopkeeper @ guard @ oracle @ If ORACLE defined at compile time temple priest @ If ALTARS and THEOLOGY defined at compile time temple priestess @ If ALTARS and THEOLOGY defined at compile time unarmored soldier @ If ARMY defined at compile time soldier @ If ARMY defined at compile time sergeant @ If ARMY defined at compile time lieutenant @ If ARMY defined at compile time captain @ If ARMY defined at compile time Medusa @ If MEDUSA defined at compile time Wizard of Yendor @ ghost &nbsp; water demon &amp; demon &amp; If INFERNO not defined at compile time (not in default build) horned devil &amp; If INFERNO defined at compile time succubus &amp; If INFERNO defined at compile time incubus &amp; If INFERNO defined at compile time erinyes &amp; If INFERNO defined at compile time marilith &amp; If INFERNO defined at compile time barbed devil &amp; If INFERNO defined at compile time vrock &amp; If INFERNO defined at compile time hezrou &amp; If INFERNO defined at compile time bone devil &amp; If INFERNO defined at compile time nalfeshnee &amp; If INFERNO defined at compile time ice devil &amp; If INFERNO defined at compile time pit fiend &amp; If INFERNO defined at compile time balrog &amp; If INFERNO defined at compile time Juiblex &amp; If INFERNO defined at compile time Yeenoghu &amp; If INFERNO defined at compile time Orcus &amp; If INFERNO defined at compile time Geryon &amp; If INFERNO defined at compile time Dispater &amp; If INFERNO defined at compile time Baalzebub &amp; If INFERNO defined at compile time Asmodeus &amp; If INFERNO defined at compile time Demogorgon &amp; If INFERNO defined at compile time mail daemon &amp; If MAIL defined at compile time djinni &amp; giant eel ; electric eel ; kraken ; newt : gecko : iguana : baby crocodile : lizard : chameleon : crocodile : archeologist @ barbarian @ caveman @ cavewoman @ elf @ healer @ knight @ priest @ priestess @ rogue @ samurai @ tourist @ valkyrie @ wizard @ Objects NetHack 3.0.10 introduces no new objects. Artifacts Artifacts in NetHack 3.0.10 are: Name Object Alignment Role Notes Excalibur long sword Lawful Knight Snickersnee katana Lawful Samurai Cleaver axe Chaotic &nbsp; Grimtooth orcish dagger Chaotic &nbsp; dagger if no TOLKIEN Orcrist two-handed sword Lawful Elf User-nameable Sting elven dagger Lawful &nbsp; User-nameable; dagger if no TOLKIEN Frost Brand long sword Neutral &nbsp; Fire Brand long sword Neutral &nbsp; Stormbringer broadsword Chaotic &nbsp; Sunsword long sword Lawful &nbsp; Dragonbane broadsword Neutral &nbsp; Demonbane long sword Lawful &nbsp; Werebane long sword Lawful &nbsp; Giantslayer long sword Neutral &nbsp; Ogresmasher war hammer Lawful &nbsp; Mjollnir war hammer Lawful Valkyrie Trollsbane morning star Lawful &nbsp; Mjollnir is lawful, but Valkyries are chaotic; how this apparent conflict is resolved is unclear at this time. Amulets All amulets appear as ". Amulets in NetHack 3.0.10 are: amulet of esp amulet of life saving amulet of strangulation amulet of restful sleep amulet versus poison amulet of change amulet of reflection Amulet of Yendor (and cheap plastic imitation) Food Food items in NetHack 3.0.10 are: Name Symbol Notes tripe ration % corpse % egg % apple % orange % pear % melon % banana % carrot % clove of garlic % nameable fruit % if TUTTI_FRUTTI defined at compile time slice of pizza % if TUTTI_FRUTTI not defined at compile time (not in default build) lump of royal jelly % cream pie % candy bar % fortune cookie % pancake % lembas wafer % if TOLKIEN defined at compile time cram ration % if TOLKIEN defined at compile time food ration % K-ration % if ARMY defined at compile time C-ration % if ARMY defined at compile time tin % Weapons Weapons in NetHack 3.0.10 are: Name Symbol Notes arrow ) elven arrow ) if TOLKIEN defined at compile time orcish arrow ) if TOLKIEN defined at compile time silver arrow ) crossbow bolt ) dart ) shuriken ) boomerang ) spear ) elven spear ) if TOLKIEN defined at compile time orcish spear ) if TOLKIEN defined at compile time dwarvish spear ) if TOLKIEN defined at compile time javelin ) trident ) lance ) dagger ) elven dagger ) if TOLKIEN defined at compile time orcish dagger ) if TOLKIEN defined at compile time athame ) scalpel ) knife ) axe ) worm tooth ) if WORM defined at compile time crysknife ) if WORM defined at compile time short sword ) elven short sword ) if TOLKIEN defined at compile time orcish short sword ) if TOLKIEN defined at compile time dwarvish short sword ) if TOLKIEN defined at compile time scimitar ) broadsword ) elven broadsword ) if TOLKIEN defined at compile time long sword ) two-handed sword ) dwarvish mattock ) if TOLKIEN defined at compile time katana ) mace ) morning star ) war hammer ) club ) rubber hose ) if KOPS defined at compile time quarterstaff ) aklys ) flail ) bullwhip ) partisan ) ranseur ) spetum ) glaive ) halberd ) bardiche ) voulge ) fauchard ) guisarme ) bill-guisarme ) lucern hammer ) bec de corbin ) bow ) elven bow ) if TOLKIEN defined at compile time orcish bow ) if TOLKIEN defined at compile time sling ) crossbow ) Tools Tools in NetHack 3.0.10 are: Name Symbol Notes leash ( if WALKIES defined at compile time blindfold ( mirror ( if MEDUSA defined at compile time tinning kit ( lock pick ( credit card ( key ( skeleton key ( expensive camera ( magic marker ( stethoscope ( tin opener ( lamp ( magic lamp ( crystal ball ( figurine ( ice box ( large box ( chest ( sack ( bag of holding ( bag of tricks ( whistle ( magic whistle ( flute ( if MUSIC defined at compile time magic flute ( if MUSIC defined at compile time horn ( if MUSIC defined at compile time frost horn ( if MUSIC defined at compile time fire horn ( if MUSIC defined at compile time harp ( if MUSIC defined at compile time magic harp ( if MUSIC defined at compile time bugle ( if MUSIC defined at compile time drum ( if MUSIC defined at compile time drum of earthquake ( if MUSIC defined at compile time pick-axe ( unicorn horn ( Keys have shapes that fit specific locks on chests and large boxes; the skeleton key fits all locks and can also open doors. Armor Armor items in NetHack 3.0.10 are: Name Symbol Notes elven leather helm [ if TOLKIEN defined at compile time orcish helm [ dwarvish iron helm [ if TOLKIEN defined at compile time fedora [ helmet [ or [ helm of brilliance [ or [ helm of opposite alignment [ or [ helm of telepathy [ or [ dragon scale mail [ plate mail [ crystal plate mail [ bronze plate mail [ splint mail [ banded mail [ dwarvish mithril-coat [ elven mithril-coat [ if TOLKIEN defined at compile time chain mail [ orcish chain mail [ if TOLKIEN defined at compile time scale mail [ studded leather armor [ ring mail [ orcish ring mail [ if TOLKIEN defined at compile time leather armor [ mummy wrapping [ elven cloak [ orcish cloak [ if TOLKIEN defined at compile time dwarvish cloak [ if TOLKIEN defined at compile time cloak of protection [ cloak of invisibility [ cloak of magic resistance [ cloak of displacement [ small shield [ elven shield [ if TOLKIEN defined at compile time Uruk-hai shield [ if TOLKIEN defined at compile time orcish shield [ if TOLKIEN defined at compile time large shield [ dwarvish roundshield [ if TOLKIEN defined at compile time shield of reflection [ Hawaiian shirt [ if SHIRT defined at compile time leather gloves [ gauntlets of fumbling [ gauntlets of power [ gauntlets of dexterity [ low boots [ iron shoes [ high boots [ speed boots [ water walking boots [ jumping boots [ elven boots [ fumble boots [ levitation boots [ Potions Potions in NetHack 3.0.10 have randomized appearances (except for water), occurring as one of ! ! ! ! ! ! ! ! ! ! ! !. They are: potion of fruit juice potion of booze potion of gain energy (if SPELLS defined at compile time) potion of gain ability potion of restore ability potion of sickness potion of confusion potion of blindness potion of paralysis potion of speed potion of levitation potion of hallucination potion of invisibility potion of see invisible potion of healing potion of extra healing potion of gain level potion of enlightenment potion of monster detection potion of object detection potion of water (always !) The method of obtaining holy or unholy water is different from modern versions. One drops a potion of water on an altar and it immediately becomes blessed, uncursed, or cursed for lawful, neutral, or chaotic altars, respectively. Scrolls All scrolls appear as ?. Scrolls in NetHack 3.0.10 are: scroll of mail (if MAIL defined at compile time) scroll of enchant armor scroll of destroy armor scroll of confuse monster scroll of scare monster scroll of blank paper scroll of remove curse scroll of enchant weapon scroll of create monster scroll of taming scroll of genocide scroll of light scroll of teleportation scroll of gold detection scroll of food detection scroll of identify scroll of magic mapping scroll of amnesia scroll of fire scroll of punishment scroll of charging Wands Wands in NetHack 3.0.10 have randomized appearances, occurring as one of / / / / / /. They are: wand of light wand of secret door detection wand of create monster wand of wishing wand of striking wand of nothing wand of make invisible wand of slow monster wand of speed monster wand of undead turning wand of polymorph wand of cancellation wand of teleportation wand of opening wand of locking wand of probing (if PROBING defined at compile time) wand of digging wand of magic missile wand of fire wand of sleep wand of cold wand of death wand of lightning Spellbooks All spellbooks are present if and only if SPELLS is defined at compile time. Spellbooks in NetHack 3.0.10 have randomized appearances, occurring as one of + + + + + + + + + + + + + +. They are: spellbook of magic missile spellbook of fireball spellbook of sleep spellbook of cone of cold spellbook of finger of death spellbook of light spellbook of detect monsters spellbook of healing spellbook of knock spellbook of force bolt spellbook of confuse monster spellbook of cure blindness spellbook of slow monster spellbook of wizard lock spellbook of create monster spellbook of detect food spellbook of cause fear spellbook of clairvoyance spellbook of cure sickness spellbook of charm monster spellbook of haste self spellbook of detect unseen spellbook of levitation spellbook of extra healing spellbook of restore ability spellbook of invisibility spellbook of detect treasure spellbook of remove curse spellbook of dig spellbook of magic mapping spellbook of identify spellbook of turn undead spellbook of polymorph spellbook of teleport away spellbook of create familiar spellbook of cancellation spellbook of genocide Rings Rings in NetHack 3.0.10 have randomized appearances, occurring as one of = = = = = = = = = = = =. They are: ring of adornment ring of gain strength ring of increase damage ring of protection ring of regeneration ring of searching ring of stealth ring of levitation ring of hunger ring of aggravate monster ring of conflict ring of warning ring of poison resistance ring of fire resistance ring of cold resistance ring of shock resistance ring of teleportation ring of teleport control ring of polymorph (if POLYSELF defined at compile time) ring of polymorph control (if POLYSELF defined at compile time) ring of invisibility ring of see invisible ring of protection from shape changers Stones Stones in NetHack 3.0.10 are: Name Symbol Notes dilithium crystal * diamond * ruby * sapphire * emerald * turquoise stone * aquamarine stone * amber stone * topaz stone * opal stone * garnet stone * amethyst stone * jasper stone * fluorite stone * jade stone * luckstone * loadstone * rock * and worthless pieces of white, blue, red, yellowish brown, green, and violet glass. Other items Other items not appearing in the above categories are: Name Symbol Notes heavy iron ball 0 iron chain _ boulder ` statue ` Blinding and acid venom (both .) are also listed as objects, but they only exist while in flight, or when a wizard mode wish requests them.
# Category:Hack 1.0 source code This category contains articles containing the source code to Hack 1.0. Pages in category "Hack 1.0 source code" The following 76 pages are in this category, out of 76 total. &nbsp; Hack 1.0 source codeA Source:Hack 1.0/alloc.cC Source:Hack 1.0/config.hD Source:Hack 1.0/data Source:Hack 1.0/date.h Source:Hack 1.0/def.edog.h Source:Hack 1.0/def.eshk.h Source:Hack 1.0/def.func tab.h Source:Hack 1.0/def.gen.h Source:Hack 1.0/def.monst.h Source:Hack 1.0/def.obj.h Source:Hack 1.0/def.objclass.h Source:Hack 1.0/def.objects.h Source:Hack 1.0/def.permonst.h Source:Hack 1.0/def.trap.h Source:Hack 1.0/def.wseg.hH Source:Hack 1.0/hack.apply.c Source:Hack 1.0/hack.bones.c Source:Hack 1.0/hack.c Source:Hack 1.0/hack.cmdlist.c Source:Hack 1.0/hack.Decl.c Source:Hack 1.0/hack.do.c Source:Hack 1.0/hack.dog.c Source:Hack 1.0/hack.do name.c Source:Hack 1.0/hack.do wear.c Source:Hack 1.0/hack.eat.c Source:Hack 1.0/hack.end.c Source:Hack 1.0/hack.engrave.c Source:Hack 1.0/hack.fight.c Source:Hack 1.0/hack.h Source:Hack 1.0/hack.invent.c Source:Hack 1.0/hack.ioctl.c Source:Hack 1.0/hack.lev.c Source:Hack 1.0/hack.main.c Source:Hack 1.0/hack.makemon.c Source:Hack 1.0/hack.mfndpos.h Source:Hack 1.0/hack.mhitu.c Source:Hack 1.0/hack.mkobj.c Source:Hack 1.0/hack.mon.c Source:Hack 1.0/hack.monst.c Source:Hack 1.0/hack.objnam.c Source:Hack 1.0/hack.onames.h Source:Hack 1.0/hack.options.c Source:Hack 1.0/hack.o init.c Source:Hack 1.0/hack.pri.c Source:Hack 1.0/hack.read.c Source:Hack 1.0/hack.rip.c Source:Hack 1.0/hack.rumors.c Source:Hack 1.0/hack.save.c Source:Hack 1.0/hack.search.c Source:Hack 1.0/hack.shk.c Source:Hack 1.0/hack.stat.c Source:Hack 1.0/hack.steal.c Source:Hack 1.0/hack.termcap.c Source:Hack 1.0/hack.timeout.c Source:Hack 1.0/hack.topl.c Source:Hack 1.0/hack.track.c Source:Hack 1.0/hack.trap.c Source:Hack 1.0/hack.tty.c Source:Hack 1.0/hack.u init.c Source:Hack 1.0/hack.vault.c Source:Hack 1.0/hack.version.c Source:Hack 1.0/hack.whatis.c Source:Hack 1.0/hack.wield.c Source:Hack 1.0/hack.worm.c Source:Hack 1.0/hack.worn.c Source:Hack 1.0/hack.zap.cM Source:Hack 1.0/makedefs.c Source:Hack 1.0/mklev.c Source:Hack 1.0/mklev.h Source:Hack 1.0/mklv.makemaz.c Source:Hack 1.0/mklv.shk.c Source:Hack 1.0/mklv.shknam.cR Source:Hack 1.0/rnd.c Source:Hack 1.0/rumorsS Source:Hack 1.0/savelev.h
# Talk:Credit cloning &gt;The technique is very time consuming and must not be done if you don't have enough food. People who don't have enough food most of the time shouldn't deliberately exploit shopkeepers. — Preceding unsigned comment added by N8chz (talk • contribs) Would this be considered cheating? You are exploiting a shopkeeper's ignorance of your gold theft, giving you access to all of his gold. Exploitation could be defined as a form of cheating. --MadDawg2552 04:17, 10 January 2007 (UTC) Only as much as techniques such as Pet stealing is considered cheating. Pet stealing (have your pet steal items) is exploiting the shop keepers ignorance of your pet stealing things. I think its a player choice. Zaffle 04:27, 5 August 2007 (UTC) &gt; Thus, the easiest shop to rob this way is delicatessen. I disagree. Credit cloning in a deli takes forever because the items for sale there are so cheap. The best shop to rob has a few expensive items, otherwise you have to pick up and drop everything a gazillion times. Well, if you can get a stack of holy/unholy water that speeds things up. But still, I'm with you that there are much better stores to rob than delicatessens. Shops with expensive lightweight items like rings and wands are best. Will edit the strategy section to say as much. Action 52 23:07, 9 March 2008 (UTC)action Contents 1 pet carrying capacity 2 table might be 1-2 off 3 todo: clarify 2 bags 4 confusions about credit cloning pet carrying capacity A pet's carrying capacity is both a limiting factor and hard to guess in my experience. Obviously, a little dog won't steal a plate mail, but just how much can you put into that bag of holding? I don't know where to look, could someone else please provide some numbers? Tjr 20:22, 16 March 2009 (UTC) update: source diving isn't all that hard - copy'n'paste from Mon.c#max_mon_load: /* Base monster carrying capacity is equal to human maximum 934. * carrying capacity, or half human maximum if not strong. 935. * (for a polymorphed player, the value used would be the 936. * non-polymorphed carrying capacity instead of max/half max). 937. * This is then modified by the ratio between the monster weights 938. * and human weights. Corpseless monsters are given a capacity 939. * proportional to their size instead of weight. 940. */ Tjr 17:38, 18 March 2009 (UTC) The table can't be right - I have seen large cats and dogs pick up plate mails. It seems to me that a strong monster can carry at least as much as a human, or more if the strong monster is heavier than a human. Some more lines from Mon.c#max_mon_load: 941. if (!mtmp-&gt;data-&gt;cwt) 942. maxload = (MAX_CARR_CAP * (long)mtmp-&gt;data-&gt;msize) / MZ_HUMAN; 943. else if (!strongmonst(mtmp-&gt;data) 944. || (strongmonst(mtmp-&gt;data) &amp;&amp; (mtmp-&gt;data-&gt;cwt &gt; WT_HUMAN))) 945. maxload = (MAX_CARR_CAP * (long)mtmp-&gt;data-&gt;cwt) / WT_HUMAN; 946. else maxload = MAX_CARR_CAP; /*strong monsters w/cwt &lt;= WT_HUMAN*/ 947. 948. if (!strongmonst(mtmp-&gt;data)) maxload /= 2; i.e. the code does not exactly match the comments here. I'll work out the exact details and correct the article as soon as possible. Ekaterin 08:59, 12 May 2009 (UTC) table might be 1-2 off I applied the formula in the source code and rounded after each *, /, + ... I am not sure if the integer division "%" in C rounds or cuts off, so the numbers might be 1-2 off. Tjr 16:13, 11 May 2009 (UTC) todo: clarify 2 bags Someone should be clarify there are two bags involved - one filled with gold that the pet steals, lying on the floor most of the time, and the other to make repeatedly dropping and picking up a lot of items more convenient. I just don't know where/how to put it without worsening readibility.Tjr 16:13, 11 May 2009 (UTC) confusions about credit cloning the description of credit cloning is confused and incomplete 1. There is no need to have your pet steal gold where it is first mentioned. That belongs at the end when all possible gold has been extracted from the shopkeeper for a single round.. Putting the gold two steps in from the doorway should be mentioned as the best place from which to have the pet steal it. Only possible if you have enough stuff to sell to deplete the shopkeeper's inventory. And you might need to buy the stuff back if you can't steal it back. In the early game you can drop your gold for credit, steal it, then repeatedly buy and sell something from the shop to extract shopkeeper gold. 2. It needs to be mentioned to drop all gold after each round of selling just-bought items or already owned items, and that doing so adds to credit so that several rounds of buying and selling can be done before stealing the gold from the shop, and also that dropping the gold before the buying half of a round prevents the shopkeeper from taking gold back from your inventory to pay for stuff. Mentioned with "Drop the old + new gold in the shop and repeat from letting your pet steal it." (last step). 3. It needs to be mentioned that pets, like players, will need nourishment to make this work. Mentioned. "Be careful that your pet doesn't starve to death while credit-cloning." 4. It needs to be mentioned that tripe rations / apples or carrots as appropriate in open inventory are also helpful to speed stealing by keeping pet-within-shop close to the PC and thus to the gold. Possibly worth adding. However I'd say that just keeping the pet close isn't especially helpful, as what really matters is the pet's willingness to pick up items first. 5. It needs to be mentioned that gold can be split into several piles near the door if the pet is not able to steal it all at once because it is too heavy. Large cats/dogs and all horses can carry 1,000 units of weight, or 100,000 gold. Roughly 4 times that if placed into a bag of holding. Even a kitten/little dog can carry 5,200 gold unassisted. You will not have more than 5,200 gold before it is easy to get a large cat/dog, and you will never bother trying to credit clone 100k gold because it's very heavy to carry around and overkill. Splitting should only be necessary in SLASH'EM, as overkill credit cloning in SLASH'EM still isn't enough, and pets are forced to split gold piles on their own. 6. It needs to be mentioned that the pile should be created next to a wall where a typed "y" will not cause motion, because the player is going to want to hold down the "y" key to answer repetitive inquiries from the shopkeeper. That's basic movement strategy, not really credit cloning strategy. It's also completely avoided by using the numpad. 7. The highest speed strategy (to save steps) is to drop the newly acquired gold each time on the pile, being careful not to pick it back up, in rounds of buying and selling, and then to pick it up and carry it to the door for stealing only when all possible buy/sell cycles have been exhausted. Possibly worth mentioning, but how many steps could a player expect to save in following a rigid movement pattern? I find that the most time is wasted waiting for the pet to pick up the gold. 8. Dropping all owned items brought into the shop by the PC, appropriate to the shop, and not needed for self defense or nourishment, to add to gold dropped, should go with creating the pile initially, not be mentioned later. Probably should be mentioned. The problem is that you'll probably want to buy all that stuff back, and with shopkeeper markup prices will just require additional cloning. Plus if something should go wrong, i.e. the pet suddenly dies in combat or something similar you'll lose all those items until you can resume cloning. Just risking your gold is infinitely safer, as about the only use for your gold is priests and shopkeepers. Kent Paul Dolan, [email protected], in case I don't have a siggie set up here in advance, which a preview shows that I don't.. 98.177.241.25 07:16, March 25, 2010 (UTC) Added immediate comments (one indentation). -- Qazmlpok 18:22, March 25, 2010 (UTC)
# Polymorph trap A polymorph trap changes you to a new species, in the same manner as a polymorph spell, potion or wand. Contents 1 Generation 2 Effects 3 Use by monsters 4 Strategy 4.1 Protecting yourself 4.2 Polymorphing pets 4.3 Preventing monster use 5 References Generation They will not be generated on dungeon levels 1 to 7.[1] The only guaranteed polymorph trap is on the wizard quest locate level. Effects You, and the trap, are not affected if you have either magic resistance or unchanging. Magic resistance will protect your steed. If you are affected, the following may happen: If you have polymorph control, you get to choose which monster to become. If you are wearing dragon scales or dragon scale mail, you turn into that color dragon.[2] If you were also wearing a cloak, it will be ripped apart (destroyed). Wearing gray dragon scale mail will prevent the polymorph from happening. If you have lycanthropy, you switch between your animal and were forms.[3] If you are a vampire or vampire bat, you switch between the two.[4] Otherwise, you have a (19-Con)/20 chance of suffering a system shock: you sustain d30 damage and abuse your constitution. If none of the above happened, you either polymorph into a random monster for 500-999 turns,[5][6] shorter if your polymorphed level is higher than your native level, or if you polymorph into your own race and see: "You feel like a new <race>". This redistributes your attributes and changes your experience level by up to two levels. This transformation will destroy your shirt, body armor and cloak if you polymorph into something large or bigger, a non-humanoid medium or bigger, or a winged gargoyle or marilith (wings and extra arms don't fit). The trap then disappears. 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. Polymorph traps can be removed by zapping them with the spell or wand of cancellation. The trap will explode for 23 to 38 damage. Use by monsters If a monster uses a polymorph trap, the normal sounds will be heard for a shapeshift. Note that if you have telepathy and you see a monster standing still and polymorphing, it could be either a polymorph trap or a shapeshifter. A polymorph trap turns a monster into any of 269 equally likely, non-human, non-limited-edition species.[7][8][9] Monsters can resist polymorph traps.[10] Polymorph traps count as a wand for these purposes (level 12). Monsters may deliberately jump onto polymorph traps if their difficulty is at most five, or simply blunder onto them.[11][12][13] Even if monsters deliberately jump onto the trap, they still have a greater chance of becoming out-of-depth monsters than if they had used an item of polymorph.[14] For this reason, it's safest not to traverse the lower areas of the Gnomish Mines until one has magic resistance and is sufficiently powerful to deal with monsters like jabberwocks, liches, and vampires that can potentially be created by these traps. Strategy Protecting yourself If you have valuable armor which you would rather not have destroyed by the trap, you can proceed in relative safety by searching (s) every square until you find it. This strategy works best if you have high Luck. Contrary to popular belief, a pair of lenses and the enchantment on Excalibur have no effect on the chance of finding a trap. Characters with low Luck may have to search many times to reveal an adjacent trap – see luckstone, sacrifice, altar, and unicorn on how to improve your Luck. A crystal ball or confused scroll of gold detection will reliably reveal the location of polymorph traps on the level, although a crystal ball is not safe to use with low intelligence. A wand of secret door detection may be zapped in rooms to determine if a polymorph trap is present; the spell of detect unseen has the same effect. If you do not have magic resistance, there are other ways to reliably protect yourself from polymorph traps. Wearing a ring of polymorph control is good protection against polymorph traps, as you can always choose a safe form into which to polymorph. An amulet of unchanging will also protect you from transforming. You can mitigate the effects of breaking your shirt, body armor, and cloak by enchanting other armor pieces that are unlikely to be destroyed or replaced, such as gloves or a helm. The presence of out-of-depth monsters, or unusual, Gehennom-only, or non-randomly generated monsters such as woodchucks, is a likely indicator of a polymorph trap on the level. If several unusual monsters are grouped in a single area a polymorph trap is almost certainly nearby; check this with telepathy. Proceed with caution. If you are in the Mines, and either gnomes or dwarves are peaceful to you, then a grouping of peaceful monsters that should normally be hostile, no matter what the depth, is a solid sign of a polymorph trap (i.e. a peaceful long worm and minotaur at Mine's End). Polymorphing pets If you are immune to being polymorphed, you can displace your pet onto the trap to have it turn into a random monster. You can keep doing this until your pet is something useful or powerful, or turns into a (baby) gray dragon, at which point it too is magic resistant, and is no longer affected by the trap. If you aren't immune to being polymorphed, consider using a leash on your pet and standing next to a polymorph trap. Chances for a pet to walk over the trap are much higher this way. Another way is to push boulders to make a two square trap and thus forcing your pet to move between the trap and an empty space. After a desirable morph is reached, you can block the trap with a boulder. You can also use a magic whistle to make your pet land on the trap until you get a desirable morph or a gray dragon. Combine the polymorph trap and magic whistle with some pet treats like tripe or a horse friendly treat like an apple and you can get a pretty nice pet. Note: pets that eat in your presence tend to stay tame longer. The winged gargoyle is a great pet, but it doesn't eat. Standing on the trap and displacing the correct pet onto it works best. Each move, you have 6/7 chance of swapping places (never if it's a long worm or you are punished),[15] 1/7 chance if it is sessile.[16] If you have neither magic resistance nor a magic whistle, you have no way to cause a sessile pet to be polymorphed by the trap; generating one of these (such as a blue jelly), would end the attempt, but at least protect the trap from other monsters. If your pet is polymorphed into a pudding, you may want to try to split it, possibly yielding more pets to polymorph. As the name is cloned along with it, you may want to rename one. See Abuse for ramifications of attacking and splitting your pet. Follow the usual advice on splitting puddings if you are not familiar; doing this carelessly is an easy way to accidentally kill your pet. Preventing monster use Polymorph traps are a resource, but they can also be quite dangerous if you leave them lying around unprotected: some weak but intelligent monsters will willingly jump into the trap to likely become something stronger (luckily including pets), which can be a bad thing depending on how much stronger it becomes. In NetHack 3.4.3, you could protect a polymorph trap by dropping an item and engraving Elbereth on it. This would prevent most monsters from stepping onto the trap. Alternatively, if you didn't have protection from the trap, you could drop an item and engrave Elbereth on each tile adjacent to the trap. You can also dig down on the polymorph trap with a pick-axe: since only one trap can exist on a square, the resultant pit will remove the polymorph trap. Pushing a boulder on the trap will only protect it from most monsters – notably, tiny ones can still use it. (In case no boulders are handy, you can make a boulder fall down stairs by throwing a non-rock object onto it.) References ↑ mklev.c in NetHack 3.4.3, line 1231 ↑ polyself.c in NetHack 3.4.3, line 266: dragon armor polymorph ↑ polyself.c in NetHack 3.4.3, line 277: lycanthrope polymorph ↑ polyself.c in NetHack 3.4.3, line 282: vampire bat polymorph ↑ polyself.c in NetHack 3.4.3, line 396 ↑ polyself.c in NetHack 3.4.3, line 452: time-out for polymorph ↑ trap.c in NetHack 3.4.3, line 2121 ↑ mon.c in NetHack 3.4.3, line 2412 ↑ mon.c in NetHack 3.4.3, line 2376 ↑ trap.c in NetHack 3.4.3, line 1253: monsters may resist polymorph traps ↑ find_misc in muse.c ↑ use_misc in muse.c ↑ monmove.c in NetHack 3.4.3, line 1049 ↑ muse.c in NetHack 3.4.3, line 1789 ↑ uhitm.c in NetHack 3.4.3, line 318 ↑ uhitm.c in NetHack 3.4.3, line 338 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. </race>
# Related changes Enter a page name to see changes on pages linked to or from that page. (To see members of a category, enter Category:Name of category). Changes to pages on your Watchlist are in bold. Recent changes options Show last 50 | 100 | 250 | 500 changes in last 1 | 3 | 7 | 14 | 30 daysHide registered users | Hide anonymous users | Hide my edits | Show bots | Hide minor editsShow new changes starting from 17:58, 24 July 2023 Namespace: all (Main) Talk User User talk NetHackWiki NetHackWiki talk File File talk MediaWiki MediaWiki talk Template Template talk Help Help talk Category Category talk Source Source talk Forum Forum talk Video Video talk User blog User blog talk Blog Blog talk Module Module talk &nbsp;Invert selection &nbsp;Associated namespaceTag filter:Page name: Show changes to pages linked to the given page instead List of abbreviations: N This edit created a new page (also see list of new pages) m This is a minor edit b This edit was performed by a bot (±123) The page size changed by this number of bytes 24 July 2023 &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;00:27&nbsp; Leather gloves‎ (diff | hist) . . (+2)‎ . . Umbire the Phantom (talk | contribs) (→‎EvilHack: *) 23 July 2023 &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;22:08&nbsp; Leather gloves‎‎ (5 changes | history) . . (+3,524)‎ . . [Umbire the Phantom‎ (5×)] &nbsp;m&nbsp;&nbsp;&nbsp; 22:08 (cur | prev) . . (+4)‎ . . Umbire the Phantom (talk | contribs) (→‎dNetHack: *) &nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 22:07 (cur | prev) . . (+293)‎ . . Umbire the Phantom (talk | contribs) (→‎EvilHack: elaborate) &nbsp;m&nbsp;&nbsp;&nbsp; 13:27 (cur | prev) . . (+30)‎ . . Umbire the Phantom (talk | contribs) (ref) &nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 13:27 (cur | prev) . . (+2,821)‎ . . Umbire the Phantom (talk | contribs) (and the rest) &nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 12:50 (cur | prev) . . (+376)‎ . . Umbire the Phantom (talk | contribs) (formatting in preparation for later expansion/sourcing - unsure how to judge EA advice in either direction due to morning brain, so I'll leave that to the others) &nbsp;m&nbsp;&nbsp;&nbsp;11:49&nbsp; Object materials‎ (diff | hist) . . (+20)‎ . . Umbire the Phantom (talk | contribs) (lede, word choice) 20 July 2023 &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;01:28&nbsp; Erosion‎ (diff | hist) . . (+141)‎ . . Tomsod (talk | contribs) (→‎Strategy: blessing may be enough)
# File:Retriever.png File File history File usage MetadataNo higher resolution available. Retriever.png ‎(16 × 16 pixels, file size: 328 bytes, MIME type: image/png) File history Click on a date/time to view the file as it appeared at that time. Date/TimeThumbnailDimensionsUserComment current08:07, 12 June 201316 × 16 (328 bytes)Chris (talk | contribs) You cannot overwrite this file. File usage The following 2 pages uses this file: Golem (dNetHack) User:Chris/dNetHack/Monsters Metadata This file contains additional information, probably added from the digital camera or scanner used to create or digitize it. If the file has been modified from its original state, some details may not fully reflect the modified file. Horizontal resolution37.8 dpcVertical resolution37.8 dpc
# File:Yellow dragon scale mail.png File File history File usageNo higher resolution available. Yellow_dragon_scale_mail.png ‎(16 × 16 pixels, file size: 231 bytes, MIME type: image/png) A 16x16 vanilla NetHack tile of the object 'yellow dragon scale mail'. File history Click on a date/time to view the file as it appeared at that time. Date/TimeThumbnailDimensionsUserComment current11:08, 1 August 200616 × 16 (231 bytes)BotFenix (talk | contribs)A 16x16 vanilla NetHack tile of the object 'yellow dragon scale mail'. Category:16x16 tiles You cannot overwrite this file. File usage The following 15 pages uses this file: Dragon scale mail List of vanilla NetHack tiles NetHack 3.2.0 NetHack 3.2.1 NetHack 3.2.2 NetHack 3.2.3 NetHack 3.3.0 NetHack 3.3.1 NetHack 3.4.0 NetHack 3.4.1 NetHack 3.4.2 NetHack 3.4.3 NetHack 3.6.0 NetHack 3.7.0 Yellow dragon scale mail
# User talk:87.69.87.124 Welcome! Welcome! Hi! Welcome, and thanks for contributing to NetHackWiki! Please sign in, if you haven't already, and create a user name! It's free, and it'll help you keep track of all your edits. The How to help and Style guide pages are excellent starting points. Recent changes is a great first stop, because you can see what other people are editing right this minute, and where you can help. Questions? Need help? You can ask at the Community Portal or on the discussion page associated with each article! I'm really happy to have you here, and look forward to working with you! —ZeroOne (talk&nbsp;/&nbsp;@) 23:19, 4 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]
# Talk:Experience points "When you lose a level, your XP is set to 1 less than your current level needs." - Does this mean if you have just obtained a new level and are drained one, you lose TWO levels? -- Kalon 00:12, 27 December 2007 (UTC) No. Suppose you just reached 10000 XP, and therefore reached level 11. If you then get drained, you will go down to level 10, and your XP will be set to 9999. If you gain at least one XP before being drained again, you'll be back where you started. (Actually, this is the best time to be drained, because it means you've effectively only lost 1 XP.) -- Killian 01:24, 27 December 2007 (UTC) Exactly how much XP does killing a given monster yield? Dr. 8-Bit 23:42, 6 March 2011 (UTC) If the monster is at the base level in the appropriate template, then you gain "Base experience" points. If the monster isn't at exactly that level then it's rather complicated, but it'll be somewhere around that base experience value. Higher level always means more experience, lower level always means less. -- Qazmlpok 23:50, 6 March 2011 (UTC)
# Related changes Enter a page name to see changes on pages linked to or from that page. (To see members of a category, enter Category:Name of category). Changes to pages on your Watchlist are in bold. Recent changes options Show last 50 | 100 | 250 | 500 changes in last 1 | 3 | 7 | 14 | 30 daysHide registered users | Hide anonymous users | Hide my edits | Show bots | Hide minor editsShow new changes starting from 18:03, 24 July 2023 Namespace: all (Main) Talk User User talk NetHackWiki NetHackWiki talk File File talk MediaWiki MediaWiki talk Template Template talk Help Help talk Category Category talk Source Source talk Forum Forum talk Video Video talk User blog User blog talk Blog Blog talk Module Module talk &nbsp;Invert selection &nbsp;Associated namespaceTag filter:Page name: Show changes to pages linked to the given page instead List of abbreviations: N This edit created a new page (also see list of new pages) m This is a minor edit b This edit was performed by a bot (±123) The page size changed by this number of bytes 23 July 2023 &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;22:24&nbsp; Call‎‎ (7 changes | history) . . (+2,271)‎ . . [Umbire the Phantom‎; Ion frigate‎ (3×); Cathartes‎ (3×)] &nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 22:24 (cur | prev) . . (+44)‎ . . Umbire the Phantom (talk | contribs) (some sectioning) &nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 22:18 (cur | prev) . . (+214)‎ . . Cathartes (talk | contribs) (→‎Limitations: you can rename Vlad in 3.6+ though) &nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 22:09 (cur | prev) . . (+77)‎ . . Cathartes (talk | contribs) (mention named corpses, version, references section) &nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 22:06 (cur | prev) . . (+265)‎ . . Cathartes (talk | contribs) (→‎Limitations: add ref; also, reviving the renamed the statue/corpse of a unique monster doesn't preserve the new name after 3.6.1) &nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 06:59 (cur | prev) . . (+3)‎ . . Ion frigate (talk | contribs) (ambiguous clause) &nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 06:55 (cur | prev) . . (+2)‎ . . Ion frigate (talk | contribs) (You can actually use single or double quotes in a monster name, but this is more legible) &nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 06:52 (cur | prev) . . (+1,666)‎ . . Ion frigate (talk | contribs) ("What do you want to call King Arthur called the idiot?" "The idiot doesn't like being called names!") 21 July 2023 &nbsp;m&nbsp;&nbsp;&nbsp;17:58&nbsp; Elbereth‎ (diff | hist) . . (-3)‎ . . Silverwing235 (talk | contribs) (→‎History: typo/grammar, punctuation)
# File:Pearl ring.png File File history File usageNo higher resolution available. Pearl_ring.png ‎(16 × 16 pixels, file size: 203 bytes, MIME type: image/png) A 16x16 vanilla NetHack tile of the object 'pearl ring'. File history Click on a date/time to view the file as it appeared at that time. Date/TimeThumbnailDimensionsUserComment current11:58, 1 August 200616 × 16 (203 bytes)BotFenix (talk | contribs)A 16x16 vanilla NetHack tile of the object 'pearl 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
# Talk:Ray I love the new "Bouncing rays" section, but perhaps we could change the "~" symbol with "/","\","-" and "|"? It's just that this: ----------- |../\.....| |./..\....+ |/....@...| |\........| ----------- Would look a little better than this: (in my humble opinion, of course) ----------- |..~~.....| |.~..~....+ |~....@...| |~........| ----------- Just a thought, what do you people think? (Hmm...I'm not sure I drew the reflections right :P) Gneek 14:02, 27 March 2008 (UTC) I changed the article to use the proper ray symbols. --paxed 15:55, 27 March 2008 (UTC) breath attacks Why clutter the article with nine types of dragons, if each one links back to the same page? I'm for merging them all. -Tjr 04:03, February 20, 2010 (UTC) It is repetitive, but the point is to provide a complete list of the different ray attacks. The links are secondary; e.g. if you look on the d page- there is a precedent for this (all linking to canine). An improvement I'd suggest may be to link by element, and then ensure that the element articles include for descriptions of these attacks. In which case, I'd be happy for the list to merge until this happens.--PeterGFin 10:35, February 20, 2010 (UTC)
# User:Freeofme File:Placeholder 300px About me This is your user page. Please edit this page to tell the community about yourself! My favorite pages Add links to your favorite pages on the wiki here! Favorite page #2 Favorite page #3
# Centaur C plains centaur Difficulty 6 Attacks Projectile as weapon or melee weapon 1d6, Kick 1d6 C plains centaur Difficulty 6 Attacks Projectile as weapon or melee weapon 1d6, Kick 1d6 Base level 4 Base experience 49 Speed 18 Base AC 4 Base MR 0 Alignment 0 (neutral) Frequency (by normal means) 1 (Very rare) Genocidable Yes Weight 2500 Nutritional value 500 Size Large Resistances None Resistances conveyed None A plains centaur: has a head, a couple of arms, and a torso. is omnivorous. is strong. likes gold. can pick up weapons and food. can be seen through infravision. Reference monst.c#line1152 C forest centaur Difficulty 8 Attacks Projectile as weapon or melee weapon 1d8, Kick 1d6 C forest centaur Difficulty 8 Attacks Projectile as weapon or melee weapon 1d8, Kick 1d6 Base level 5 Base experience 64 Speed 18 Base AC 3 Base MR 10 Alignment -1 (chaotic) Frequency (by normal means) 1 (Very rare) Genocidable Yes Weight 2550 Nutritional value 600 Size Large Resistances None Resistances conveyed None A forest centaur: has a head, a couple of arms, and a torso. is omnivorous. is strong. likes gold. can pick up weapons and food. can be seen through infravision. Reference monst.c#line1158 C mountain centaur Difficulty 9 Attacks Projectile as weapon or melee weapon 1d10, Kick 1d6, Kick 1d6 C mountain centaur Difficulty 9 Attacks Projectile as weapon or melee weapon 1d10, Kick 1d6, Kick 1d6 Base level 6 Base experience 88 Speed 20 Base AC 2 Base MR 10 Alignment -3 (chaotic) Frequency (by normal means) 1 (Very rare) Genocidable Yes Weight 2550 Nutritional value 500 Size Large Resistances None Resistances conveyed None A mountain centaur: has a head, a couple of arms, and a torso. is omnivorous. is strong. likes gold. can pick up weapons and food. can be seen through infravision. Reference monst.c#line1165 Centaur is a monster class in NetHack. Centaurs come in three varieties: plains centaur forest centaur mountain centaur A centaur is a monster that is a particular cross between a human and a horse; it has the body and legs of a horse, but where the horse's head would be, it instead has the upper body, arms, head, and face of a human. Centaurs can wield weapons and use magic items, but unlike many other intelligent monsters, centaurs can also move fast and they can kick you. Contents 1 Generation 2 Strategy 2.1 Combat 2.2 As a pet 3 EvilHack 4 Encyclopedia entry Generation Centaurs have a 50% chance to be generated with a launcher and missiles; a forest centaur gets a bow and 3–14 arrows, while the other varieties get a crossbow and 3–14 bolts. Some centaurs may start peaceful. Strategy Combat Centaurs are dangerous in melee; their rapid and repeated use of wielded weapons (or bare-handed combat) combined with kicking can quickly harm or kill your character. A centaur with ranged weapons may shoot you. Shoot back or send your pet. As a pet Centaurs can use: Weapons Shields Helms Gloves Amulets of life saving Unicorn horns Potions of gain level Centaurs make superb steeds; while not quite as fast as a unicorn or a warhorse, a centaur is still very fast—a mountain centaur has a base speed of 20 and when zapped with a wand of speed monster is even faster than a player in speed boots. And unlike a unicorn or warhorse, a well-equipped centaur can take quite a beating, even in Gehennom. They can return quite a beating too: a centaur is the only steed that can wield a weapon, and given a powerful weapon (perhaps a throwaway artifact weapon from sacrificing) can easily match the damage dealt by a dragon or a jabberwock. Centaurs are very easy to keep fed, which is of particular importance where steeds are concerned. Every time you attempt to ride a steed, its tameness is decreased by one (except for Knights). While ki-rin are sometimes regarded as the "best" steeds, they do not eat, and thus they are notoriously difficult for non-Knights to keep tame. Just take care if you kill a shapeshifter: unless you dismount first and dispose of the corpse, your centaur is very likely to get to the corpse first if you ride over it. The following information pertains to an upcoming version (3.7.0). If this version is now released, please verify that it is still accurate, then update the page to incorporate this information. Pets will no longer eat corpses that make them polymorph, unless they are starving or on the verge of becoming untame. Centaurs cannot fly, so as with all land-based steeds, take care around water, and ice too for that matter—it is very easy to slip off the steed on water you've frozen and then displace your steed into the unfrozen water, drowning it. Polymorph traps are not a problem for the centaur if the player has magic resistance: this will protect the steed too while you are riding it. The player's reflection will not transfer to the steed, but a centaur can wear a shield of reflection. 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. Riding while wearing an amulet of flying will cause the steed to fly as well—riding a mountain centaur with an amulet or shield of reflection paired with an artifact weapon can make them a somewhat viable competitor to the ki-rin. However, be sure to keep a wand of undead turning handy in case they die. EvilHack Main article: EvilHack#New player races EvilHack adds centaurs as a playable race. Player and monster centaurs can wear all armor, except boots. Encyclopedia entry Of all the monsters put together by the Greek imagination the Centaurs (Kentauroi) constituted a class in themselves. Despite a strong streak of sensuality, in their make-up, their normal behaviour was moral, and they took a kindly thought of man's welfare. The attempted outrage of Nessos on Deianeira, and that of the whole tribe of Centaurs on the Lapith women, are more than offset by the hospitality of Pholos and by the wisdom of Cheiron, physician, prophet, lyrist, and the instructor of Achilles. Further, the Centaurs were peculiar in that their nature, which united the body of a horse with the trunk and head of a man, involved an unthinkable duplication of vital organs and important members. So grotesque a combination seems almost un-Greek. These strange creatures were said to live in the caves and clefts of the mountains, myths associating them especially with the hills of Thessaly and the range of Erymanthos. [ Mythology of all races, Vol. 1, pp. 270-271 ] This page is based on a spoiler by J. Ali Harlow. This page may need to be updated for the current version of NetHack. It may contain text specific to NetHack 3.4.3. Information on this page may be out of date. Editors: After reviewing this page and making necessary edits, please change the {{nethack-343}} tag to the current version's tag or {{noversion}} as appropriate.
# Talk:How to apply the NetHack 1.4f patch I don't quite understand why the article says to modify the files. Couldn't they simply be run with bourne shell? Or is there some subtlety I'm missing? --Elronnd (talk) 05:20, 9 April 2015 (UTC)Elronnd The uunet link seems to be down, but it appears that there's a (partial?) mirror of ftp.uu.net at http://ftp.sunet.se/pub/usenet/ftp.uu.net/comp.sources.games. Editing accordingly. --Elronnd (talk) 05:10, 9 April 2015 (UTC)Elronnd It seems like the "stub" category doesn't really fit this page. --Kdgarris 01:45, March 26, 2010 (UTC) There's a stub template in the section "Editing the patch for a modern shell," requesting information on doing a necessary edit on editors other than vi. I suppose there ought to be a distinct stub-section template as there is on Wikipedia.--Ray Chason 20:08, March 27, 2010 (UTC)
# User talk:Audunmb 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) 20:23, June 7, 2010 Note: This is an automatic greeting.
# Vampire mage Vampire mage may refer to: the deferred feature in vanilla NetHack the vampire mage monster in SLASH'EM This is a disambiguation page: a list of articles associated with the same title.
# Related changes Enter a page name to see changes on pages linked to or from that page. (To see members of a category, enter Category:Name of category). Changes to pages on your Watchlist are in bold. Recent changes options Show last 50 | 100 | 250 | 500 changes in last 1 | 3 | 7 | 14 | 30 daysHide registered users | Hide anonymous users | Hide my edits | Show bots | Hide minor editsShow new changes starting from 17:59, 24 July 2023 Namespace: all (Main) Talk User User talk NetHackWiki NetHackWiki talk File File talk MediaWiki MediaWiki talk Template Template talk Help Help talk Category Category talk Source Source talk Forum Forum talk Video Video talk User blog User blog talk Blog Blog talk Module Module talk &nbsp;Invert selection &nbsp;Associated namespaceTag filter:Page name: Show changes to pages linked to the given page instead List of abbreviations: N This edit created a new page (also see list of new pages) m This is a minor edit b This edit was performed by a bot (±123) The page size changed by this number of bytes 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) 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;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;10:30&nbsp; Rogue‎ (diff | hist) . . (+4)‎ . . Coz (talk | contribs) (Added link to the Master Key of Thievery) 18 July 2023 &nbsp;m&nbsp;&nbsp;&nbsp;04:53&nbsp; EvilHack‎ (diff | hist) . . (0)‎ . . K2 (talk | contribs) (build date)
# Talk:Quadruped Stub This page is not a stub, it's a category. 108.209.8.82 22:01, 26 August 2014 (UTC)
# User talk:66.169.183.232 Welcome! Welcome! Hi! Welcome, and thanks for contributing to NetHackWiki! Please sign in, if you haven't already, and create a user name! It's free, and it'll help you keep track of all your edits. The How to help and Style guide pages are excellent starting points. Recent changes is a great first stop, because you can see what other people are editing right this minute, and where you can help. Questions? Need help? You can ask at the Community Portal or on the discussion page associated with each article! Just remember to sign those posts with four tildes: ~~~~. That will expand to create a signature. I'm really happy to have you here, and look forward to working with you! —ZeroOne (talk&nbsp;/&nbsp;@) 10:15, 10 March 2009 (UTC) This is the discussion page for an anonymous user who has not created an account yet or who does not use it. We therefore have to use the numerical IP address to identify him/her. Such an IP address can be shared by several users. If you are an anonymous user and feel that irrelevant comments have been directed at you, please create an account or log in to avoid future confusion with other anonymous users. [WHOIS • RDNS • RBLs • Traceroute • TOR check] · [RIRs: America · Europe · Africa · Asia-Pacific · Latin America/Caribbean]
# User talk:Red kangaroo YANIs Hi there! I hope you won't mind me applying some of your YANIs to SLASH'EM Extended? There are quite a bunch that would fit, and I hope you'll come up with more!&nbsp;:-) --Bluescreenofdeath (talk) 19:18, 5 April 2016 (UTC) Absolutely not! I'd be honored, so to say. :D I'm glad that you like some of the ideas and I'd like to hear what you (and others, if any&nbsp;:) ) think of my ideas - so feel free to tell me.&nbsp;:) And I do plan to add more, when I have the time to write it down from my notes.&nbsp;:) --Red kangaroo (talk) 20:17, 5 April 2016 (UTC) Well, I'm planning to implement your new 'n' and 'T' class monsters, as well as a bunch of items you made up. Also the castle level variants once you finish them; slashem extended only has a single castle level per playthrough, but I will probably find places for the wand of wishing on all of them&nbsp;;). By the way, it would be great to add some navigation links to your YANI pages on your main user page, so it's easier to find them. Anyway, thanks and keep up the good work! --Bluescreenofdeath (talk) 06:26, 6 April 2016 (UTC)
# Touchstone * Name touchstone Appearance gray stone Damage vs. small 1d3 Damage vs. large 1d3 To-hit bonus +0 Weapon skill sling Size one-handed Base price 45 zm Weight 10 Material mineral A touchstone is one of four gray stones that appears in NetHack. Contents 1 Generation 2 Effects 3 Identification 4 Strategy 5 Messages 6 SLASH'EM 7 Encyclopedia entry 8 References Generation Archaeologists always start with an uncursed touchstone, and one is always generated in the inventory of a jewelery shop's shopkeeper.[1] Effects The touchstone is used to identify gems by applying the touchstone or rubbing a gem on it. A blessed touchstone will immediately identify the gem, as will an uncursed one in the hands of an archeologist or gnome;[2] this includes both worthless glass and other gray stones, and will also auto-identify the touchstone. A non-blessed touchstone will merely distinguish glass from gems; valuable gems will leave streaks of the gem's color, while glass will leave scratch marks. A cursed touchstone has a 1⁄5 chance of shattering gems that are rubbed on it.[3] Using a touchstone while hallucinating will produce YAFM without identifying the gem. Identification Rubbing an iron item on the touchstone will produce a signature "scritch, scritch" noise, which is the most reliable means of identifying the stone. Rubbing any gem on the touchstone will produce the same noise as the result if you are blind. They can also be identified by price, being the only gray stone with a 45 base price. Strategy Blessed touchstones allow you to sell fully identified gems for full price and get the full luck bonus for throwing them to unicorns. For uncursed touchstones, if you formally identify glass from watching the messages, you should type-name the glass before discarding it to avoid the need for redundant testing. You may then use a scroll of identify to formally identify the valuable gems if you do not wish to bless your touchstone. Rubbing a gem or glass on any other gray stone will make colored scratch marks.[4] Therefore, rubbing a gem or glass on an unidentified gray stone can identify a touchstone (colored streaks or scratch marks) from other gray stones (colored scratch marks). An unidentified touchstone can be used to distinguish metal objects from non-metal objects using the aforementioned signature noise, but this strategy is somewhat obscure and of limited use. Gauntlets of power and kicking boots are the only items in the game that can be distinguished in this way, potentially serving some use in narrowing down the identity of other gloves or boots. While hallucinating prevents you from actually using a touchstone to identify gems, attempting to do so will produce a specific message that can indirectly identify an unused gray stone as a touchstone. Messages You see <color> streaks on the stone. You rubbed a valuable gem on a touchstone. You make scratch marks on the stone. You rubbed a piece of worthless glass on a touchstone. You make <color> scratch marks on the stone. You rubbed a gem on a non-touchstone gray stone. Oh wow, man: Fractals! You tried to use a touchstone while hallucinating. SLASH'EM In SLASH'EM, touchstones can only be used on gems. Encyclopedia entry "Gold is tried by a touchstone, men by gold." [ Chilon (c. 560 BC) ] References ↑ src/shknam.c in NetHack 3.6.0, line 671 ↑ src/apply.c in NetHack 3.6.0, line 2226 ↑ src/apply.c in NetHack 3.6.0, line 2196 ↑ src/apply.c in NetHack 3.6.0, line 2276 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. </color></color>
# Holding attack ‘Holding’ redirects here. For the container, see Bag of holding. A holding attack prevents the player from moving away from a monster. If you try to move away, you waste that turn and get the message "You cannot escape from the <monster>!". The special effects do not apply when attacking another monster. There are three types of holding attacks: Contents 1 Grabbing attack 2 Drowning attack 2.1 Strategy 3 Sticky attack 4 Variants 4.1 SLASH'EM 4.2 SlashTHEM 5 References Grabbing attack The grabbing attack is most famously possessed by owlbears. This is reflected by the messages "<monster> grabs you!" or "You are being crushed.". In the case of rope golems, the message is "You are being choked.". Apart from the inability to move (and extra damage from being crushed) there are no additional ill effects. The grabbing attack will connect if the monster's previous two attacks both hit, or always if the monster is already holding you. It is impossible for the initial grabbing attack to succeed if you are wearing a non-cursed oilskin cloak or if your outermost item is greased; this is part of the reason why items of armor are largely wished for greased. No damage is done if the initial grabbing attack is deflected by grease. Bear in mind that grease has a 50% chance of disappearing with each grabbing attack it deflects. Engraving Elbereth is not hindered by the Rope Golem's grabbing attack. It will release the victim before fleeing. The following monsters possess a grabbing attack: Rope golem Owlbear Pit fiend Python Salamander Couatl Guardian naga Carnivorous ape Drowning attack The drowning attack is a two-stage instadeath, which is deadly even to high level characters. It occurs when the player is first held by a monster, and then pulled into a moat or pool, causing death by drowning. The following monsters possess a drowning attack: ;&nbsp;Electric eel ;&nbsp;Giant eel ;&nbsp;Kraken A&nbsp;Couatl S&nbsp;Python To use a drowning attack, the monster first tries to get hold of you. Even if the attack formally succeeds (that is, passes through your AC), most of the time the monster "brushes against your leg", but there is a 1 in 10 chance that instead the monster "swings itself around you!" Pythons are an exception to this rule, as they possess both a drowning attack and a regular crushing hug. The crushing hug has different success chances than the drowning attack and does not produce the "swings itself around you" message; however, the python is still able to drown you regardless of how it is holding you. After the monster gets hold of you, the next time its attack succeeds, it will drown you. This may take as little as one turn, but typically takes several turns. The chance of an attack succeeding depends mainly on your armor class and the monster's level; see Armor class&nbsp;§ How it works for more information. For krakens, pythons, and couatls, the holding attack succeeds if two previous attacks succeeded. Krakens and pythons are slow, so they attack on average once in 3 turns. Still, in 3.6.0, even they are sometimes able to attack after 2 turns from the previous attack, or even at the next turn, albeit very rarely.[1] The monster will drown you only if it is in or above water. This is most relevant for pythons and couatls, which are more often encountered on land. Drowning kills you, but does not wet your items. Magic cancellation does not protect against the drowning attack, nor does polymorphing into a large monster. Cancelling the monster will prevent the initial holding attack but not the fatal drowning after you have already been grabbed. Having good AC may cause the drowning attack to miss even if you have already been grabbed, but this should never be relied upon. An amulet of life saving is not as useful as it seems. It will save your life, but you are still grabbed and will be drowned again next time the attack succeeds. Wearing an amulet of magical breathing or polymorphing into a swimming monster will prevent all drowning attacks, but not the initial grabbing attack.[2] Uncursed or blessed oilskin cloaks and greased outermost shirt, suit, or cloak will prevent grabbing attacks, though just as with grabbing attacks, the grease has a 50% chance of disappearing. In case you are grabbed already, it is too late to wear oilskin cloak or greased armor, as this would not release you or prevent you from being drowned.[3] If you are levitating in a controlled fashion over dry land, stop levitating and the monster will become startled, releasing you.[4] Starting to levitate will not save you. Strategy Except on the Plane of Water, you can remain completely safe from drowning attacks by not moving next to water until you have verified (eg with telepathy) that all sea monsters are dead. They can easily be killed with thrown rocks (or spare wands). One way to almost completely protect yourself against the attack is to blessed-genocide all ; monsters, and possibly also genocide pythons (which are S). Some players do it as soon as possible; others do it on the Plane of Water to make the whole level clean. However, couatls also can drown the player and cannot be genocided. If you can, always have your outermost cloak, body armor, or shirt greased. This protects you against a drowning attack by preventing grabbing. Grease your cloak (or body armor, if you don't wear a cloak) as soon as you find a can of grease. However, holding attacks sometimes remove the grease, so you should be attentive to it. If you fight more than one monster with a holding attack, there is a tiny chance that one of them will remove the grease and another one grab you immediately afterwards. If you wear an oilskin cloak, there is no need to grease it. It completely protects you from any drowning attacks by preventing monsters from grabbing you. An amulet of magical breathing provides complete protection from drowning, so if you have one, put it on before moving next to water. If fighting from ground, you may wear a ring of levitation, boots of levitation, or levitate with the Heart of Ahriman, and stop levitating whenever the holding attack succeeds. This way you will be released, but there is a small chance that you will be held again immediately the next turn. Electric eels can destroy a ring of levitation, so have a spare one. Otherwise, be attentive and keep one of the item below in the main inventory. When held, do one of the following: Teleport the monster with a wand of teleportation. (This works even on non-teleport levels.) Teleport yourself with a wand of teleportation or non-cursed scroll of teleportation. (This does not work on non-teleport levels.) Levelport with a cursed scroll of teleportation. (This does not work if you carry the Amulet of Yendor.) Branchport with the Eye of the Aethiopica. Kill the holding monster with a wand of death (but be careful not to kill yourself). Read an uncursed or blessed scroll of genocide to genocide the holding monster and all its colleagues. (This does not work on couatls.) Freeze the water with a wand of cold or frost horn. Even if the monster survives, it cannot drown you while on ice. Evaporate the water with a wand of fire or another source of fire. This works only in a moat, and beware of the fire hitting you. Use a noncursed scroll of taming or magic harp with charges. (Couatls have about a 30% chance of resisting.) Use a noncursed magic flute with charges, which will put all nearby monsters to sleep. (Couatls have about a 30% chance of resisting.) Engrave Elbereth if you can, unless you are in Gehennom. (This does not work against couatls.) Drop a scroll of scare monster. (This does not work against couatls.) Scare the monster with a mirror. This only works in 80% of cases, and it does not work if you are invisible, or the monster is invisible or blind. Scare the monster with a tooled horn. (Couatls have a 30% chance of resisting.) Scare the monster with an expensive camera (this may or may not work). Use a non-cursed scroll of earth. (There is 10% chance of failure, and it does not work on the Plane of Water.) Polymorph into a monster with a grabbing attack, such as an owlbear or an eel. You will be silently released, and the monster will not be able to use its drowning attack in the future.[5] Polymorph into a monster which does not breathe. You will not be drowned. Polymorph the holding monster. Trying to run away from the holding monster is a bad idea. Each time you try to move, you have only 10% chance of succeeding. It is much better to fight the monster; chances are good you will kill it before it drowns you. Sticky attack A sticky attack is a silent holding attack that differs from grabbing attacks and drowning attacks because it is preventable by having high magic cancellation. The large and giant mimics use the sticking attack, and they have the additional property of sticking to you if you stumble upon them while they are mimicking an object. Note that you will still stick to the mimic, even if you use a wand of digging to create a hole underneath you. The following monsters possess a sticky attack: Giant mimic Large mimic Lichen Violet fungus Variants SLASH'EM In SLASH'EM, free action gives an additional chance of shaking off a grabbing attack based on your luck. SlashTHEM In SlashTHEM, there is only a 33% chance of a drowning attack being fatal. Also in that variant, even if the player is breathless, amphibious or lucky to not get instakilled, every time the holding monster gets a turn the player's entire inventory will become wet. This will blank scrolls, dilute potions, rust and possibly even destroy every rustprone item, and if it is lethe water, the player's items may be disenchanted or transformed into junk. It is therefore advisable to kill the monster quickly or prevent it from attacking, even as an unbreathing character. Having free action also helps. References ↑ Source:NetHack_3.6.0/src/mon.c#line554 ↑ Source:NetHack_3.6.0/src/mhitu.c#line496 ↑ [Source:NetHack_3.6.0/src/mhitu.c#u_slip_free] ↑ trap.c in NetHack 3.4.3, line 2341 ↑ mondata.c in NetHack 3.4.3, line 297 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. </monster></monster>