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# User talk:Squd Blopam Welcome! Welcome! Hi, Squd Blopam! 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) 19:18, 27 June 2016 (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 17:59, 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 23 July 2023      08:18  Black market (SLASH'EM)‎‎ (4 changes | history) . . (-135)‎ . . [Umbire the Phantom‎; Ion frigate‎ (3×)]       08:18 (cur | prev) . . (-140)‎ . . Umbire the Phantom (talk | contribs) (improve level description)       07:03 (cur | prev) . . (+5)‎ . . Ion frigate (talk | contribs) (really use show preview to fix link)       07:03 (cur | prev) . . (+1)‎ . . Ion frigate (talk | contribs) (really fix link)       07:02 (cur | prev) . . (-1)‎ . . Ion frigate (talk | contribs) (fix link) 22 July 2023      23:38  Wish‎ (diff | hist) . . (+547)‎ . . Umbire the Phantom (talk | contribs) (→‎GruntHack: copyedit + add some IRC recommendations) 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.)
# File:Prison guard.png File File history File usage MetadataNo higher resolution available. Prison_guard.png ‎(16 × 16 pixels, file size: 329 bytes, MIME type: image/png) A 16x16 tile of the monster 'prison guard'. From the Convict patch source. File history Click on a date/time to view the file as it appeared at that time. Date/TimeThumbnailDimensionsUserComment current16:22, 22 March 201616 × 16 (329 bytes)Cherokee Jack (talk | contribs)A 16x16 tile of the monster 'prison guard'. From the Convict patch source. Category:16x16 tiles Category:Convict patch You cannot overwrite this file. File usage The following page uses this file: Prison guard 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
# Yendor The term Yendor was introduced to Rogue and then appeared in Hack and NetHack. The word is "Rodney" spelled backwards, which probably is the original derivation, but it also feels linguistically appropriate to a fantasy game. This is doubtlessly due to Tolkien's created languages of Sindarin and Quenya, in which the suffix "-(n)dor" corresponds to English "-land," as in Gondor ("stone land"), Mordor ("black land"), and many others. In the sincerest form of flattery, place-names ending in "-(n)dor" can be found throughout fantasy and science fiction, such as "the forest moon of Endor" in the film Star Wars Episode VI: Return of the Jedi. The word Yendor might also be a nod to the text-based adventure game series Zork, where the land in which the games took place was called Quendor. Notably, the currency of both Yendor and Quendor is the same, the Zorkmid. The following names in NetHack contain Yendor: Amulet of Yendor, the goal, and its cheap imitation Wizard of Yendor (aka Rodney), annoying wizard Platinum Yendorian Express Card, the Tourist quest artifact. Other credit cards might show "Yendorian Express" when read. If applying an unpaid potion of oil, you will get the message, "That will cost you (n) zorkmids (Yendorian Fuel Tax)." The soldiers and officers of the Yendorian Army. Though identified primarily as "soldier," "sergeant," etc., the encyclopedia entry for them identifies them as Yendorian soldiers.
# Ladder Dungeon features   Air _ Altar # Corridor # Cloud #. Drawbridge +-| Door . Doorway { Fountain | Headstone .  Floor >< Ladder . Ice # Iron bars } Lava } Moat # Sink   Solid rock >< Staircase \ Throne ^" Trap # Tree - | Wall ~ Vibrating square A ladder is a dungeon feature which acts exactly like a staircase, except these only appear in Vlad's Tower and the Wizard's Tower. It is represented by > or <, for a down ladder or up ladder, respectively. The differences between a ladder and a stairway, that objects dropped on a ladder are more likely to fall down, and that you receive a message when climbing ladders. Some patches display branches as ladders instead of stairways to make them stand out more. This page may need to be updated for the current version of NetHack. It may contain text specific to NetHack 3.6.0. Information on this page may be out of date. Editors: After reviewing this page and making necessary edits, please change the {{nethack-360}} tag to the current version's tag or {{noversion}} as appropriate.
# File:Killer beetle.png File File history File usageNo higher resolution available. Killer_beetle.png ‎(16 × 16 pixels, file size: 408 bytes, MIME type: image/png) A 16x16 SLASH'EM monster tile. File history Click on a date/time to view the file as it appeared at that time. Date/TimeThumbnailDimensionsUserComment current16:16, 26 November 201016 × 16 (408 bytes)Paxedbot (talk | contribs)A 16x16 SLASH'EM monster tile. Category:16x16 tilesCategory:SLASH'EM monsters You cannot overwrite this file. File usage The following page uses this file: Killer beetle
# Talk:Sunsword Contents 1 Lone Wolf reference? 2 Spellcasters 3 A note on generation 4 Generation Bug? Lone Wolf reference? Is this a Lone Wolf reference? — Preceding unsigned comment added by 72.90.113.69 (talk • contribs) 3 February 2009 Lone Wolf was the Somersword. For the Sun Sword, smart money is on Thundarr the Barbarian.107.200.85.110 18:14, 28 December 2015 (UTC) Spellcasters Why is "spellcasters become a much larger threat in SLASH'EM" in this article? Is it that it's particularly useful for lawfuls to have an artifact that deals double damage to the undead? Dual-wielding Grayswandir and Sunsword does seem like it'd be a nice trick against vampire mages. Also it doesn't seem accurate to say that non-undead spellcasters will be peaceful to lawfuls; besides the old standbys like orc shamans etc. (of which only nalfehsnees are threats, I guess), there are ogre mages and gnoll shamans. Ogre mages don't seem like big threats but gnoll shamans seem pretty nasty. -- Slandor 12:48, June 10, 2010 (UTC) I should go back and clarify that section probably, but ogre mages are not randomly generated, and gnoll shamans are trivial to avoid, since they hide unless provoked. As to why spellcasters are more dangerous in SLASH'EM, that's because they have more dangerous things to summon, and the added ones are actually considerably faster (compare a speed of 9 for a lich vs. 14 for a vampire mage, or 12 for a ghoul mage). I have had it happen multiple times where on a large, open level such as Moloch's Sanctum or Juiblex's Swamp, I have about 4-5 complete rings of summoned nasties around me. This is much more likely to happen in SLASH'EM because of 1) the deeper dungeon levels means higher base levels for spellcasters, which in turn lets them summon more spellcasters and 3) the addition of vampire mages, which, not being covetous, are very content to run a little bit away and continue to summon, instead of porting to the up staircase. Also, undead can summon ghoul mages right next to you via the summon undead spell, which while not generally able to summon nasties, can curse your items. All of these spellcasters are undead, with the mentioned exception of the nalfeshnee and nabassu, and I find Sunsword a very handy tool to take them down. But mainly what makes Sunsword attractive for lawfuls in SLASH'EM is the ease of getting it. If you have already gotten 4-5 artifacts, and still no Grayswandir, you're probably not getting it, whereas Sunsword will probably be generated on some minion. Bullwhips aren't hard to find, either on demons or in the Guild of Disgruntled Adventurers. Grayswandir is preferable for a wish certainly, and as a sacrifice gift is probably better, but Sunsword is almost always going to be available to a lawful, so they might as well use it to cut some of SLASH'EM's spellcasters down to size. Sorry if that was a bit of a rant... -Ion frigate 23:56, June 10, 2010 (UTC) No problem about the rant. My question wasn't so much why casters are more dangerous as what that had to do with Sunsword. Maybe the right way to frame it is to say that undead are more dangerous, because there are more undead casters? That'd make the Sunsword connection clearer. -- Slandor 00:37, June 11, 2010 (UTC) Yeah that sounds like a good idea. But I'll certainly keep the part about it being easier to get. -Ion frigate 01:26, June 11, 2010 (UTC) A note on generation I don't think the article should mention how to get Sunsword from sacrifice, wishing, etc as those are common to all artifacts (and should be covered there). I did add a note about it being generated on A's though. One thing about that, which I think is a common misconception, is that Sunsword is *not* guaranteed to be on the first or second Archon that is generated. This is because looking at makemon.c#line268, the code will always try to give one of Demonbane or Sunsword to an Archon, but it does not check if it has already been generated. Thus, provided neither artifact has already been generated, the first Archon will always have one of them, but the second has only a 50% chance to get the other (and so on for the third if the second one doesn't get it). The other 50% of the time it tries to give the Archon the already-generated artifact, which is then converted to a regular long sword. I figured this is a little too long-winded an explanation for the main article, but it's probably worth mentioning here. I'll go and change Archon to reflect this, though. -Ion frigate 19:21, September 28, 2010 (UTC) Generation Bug? I just got Sunsword off of a crocodile I killed at Dlvl 6. Has anyone else seen it generate in odd locations? — Preceding unsigned comment added by 72.214.44.98 (talk • contribs) NetHack has little concept of normal location for item generation. Outside of prayer, wishing, etc, artifacts can appear anywhere in the dungeon with about equal probability. Sunsword is mostly found in the hands of an Archon or other angel, but any long sword can become sunsword if you're lucky. -- Qazmlpok (talk) 18:53, 12 September 2012 (UTC)
# Invoke The #invoke extended command allows you to activate certain objects. The only objects that can be activated this way are crystal balls and most quest artifacts.[1] Artifacts tire after you invoke them, and you cannot do so again for rnz(100) turns (averages 100; can be up to 2000, but 95% of the time it is less than 400). If you invoke again too soon, "You feel that the <artifact> is ignoring you" and 3d10 turns are added to the wait time.[2] For artifacts that give temporary extrinsics, the wait time is counted from the moment they're switched off (via an #invoke or otherwise).[3] Contents 1 Optimal invocation schedule 2 List of possible invocations 3 Variants 3.1 SLASH'EM 3.2 DynaHack 4 References Optimal invocation schedule Invoking strategy is basically a trade-off between the risk of getting nothing and waiting too long. The turns to wait after a successful #invoke versus probability of success are graphed below (assuming your experience is &lt;=17): waiting time after successful #invoke versus probability of success of invocation If you need the artifact reliably, such as emergency healing from the Staff of Aesculapius, you should treat it like prayer - #invoke only in dire need. If you want a simple strategy for the most successful #invocations per turn, e. g. charging lots of wands with the PYEC, you should wait 78 turns between invocations. This yields an expected wait of 180.83 turns. If you miss the time a bit, the rate of success does not go down much. Your experience level does not matter. The optimum strategy is waiting 82;81;68;81;88;67;54;96;78;62;88;81;65;63;81;65 turns after consecutive failed #invokes and restarting the list after successes. This yields an expected wait of 180.2354 turns. Robert Tupelo-Schneck, of liquid diet tourist fame, has computed these numbers. Minimizing the expected wait between success is the same as maximizing the expected rate of success per turn due to the Renewal Theorem. List of possible invocations The Eye of the Aethiopica: branchport to another dungeon branch. The Eyes of the Overworld: provides enlightenment. The Staff of Aesculapius: heals half HP damage, cures sickness, unblinds, unslimes. The Orb of Detection: toggles invisibility on/off. The Sceptre of Might: toggles conflict on/off. The Mitre of Holiness: boost in spell energy. The Heart of Ahriman: levitation; you can stop this levitation with '&gt;' at will, or by invoking the Heart again, providing no other levitation sources interfere. The Platinum Yendorian Express Card: charges objects like a scroll of charging with the same blessed/cursed status. Only Tourists can perform blessed charging. The Orb of Fate: level teleport. The Longbow of Diana: creates 7-16 uncursed arrows if uncursed, 7-21 blessed arrows if blessed, 6-11 cursed arrows if cursed. The Master Key of Thievery: untraps boxes and doors with 100% success. Invoking a non-artifact crystal ball is exactly the same as applying it. Variants Many variants introduce new artifacts, and thus new possible invoke effects. SLASH'EM SLASH'EM introduces a number of new artifacts that can be invoked:[4] The Candle of Eternal Flame: summons a (tame) fire elemental. The Eye of the Beholder: reduces all non-undead monsters in eye's line of sight to 1/3 HP and reduces luck and alignment by 3 with luck above -9. Instadeath with luck below -9. The Gauntlets of Defense: toggles invisibility on/off. The Great Dagger of Glaurgnaa: boost in spell energy. The Hand of Vecna: summons 4-7 tame graveyard creatures and reduces alignment and luck by 3 with luck above -9. Does 5-24 damage to player with luck below -9. Holy Spear of Light: creates a lit field of a 12 square radius. This damages undead and demons in a 9 square radius. The Storm Whistle: summons a (tame) water elemental. The Arkenstone (defunct Dwarf quest artifact): item detection. The Tentacle Staff (defunct Drow quest artifact): level teleport. The Pick of Flandal Steelskin (defunct Gnome quest artifact): toggles conflict on/off. The One Ring (defunct Hobbit quest artifact): toggles conflict on/off. The Staff of Withering (defunct Lycanthrope quest artifact): boost in spell energy. DynaHack In DynaHack, the #invoke command is used to invoke, break or rub objects depending on the item chosen. References ↑ src/artifact.c in NetHack 3.6.1, line 1417 ↑ src/artifact.c in NetHack 3.6.1, line 1433 ↑ src/artifact.c in NetHack 3.6.6, line 1620 ↑ http://www.angelfire.com/trek/mazewest/spoilers/arti_007e6.txt 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. </artifact>
# User:Joes ahrkl on NAO (stats, games, deaths, dumplogs, ttyrecs)
# Talk:Spellbook of create familiar Superseded by +poly? Can you get top-tier pets with this, eg an Archon or a Ki-rin? Can you get those from a Spellbook_of_polymorph? And anyway, how many characters reach sufficient skill levels in both clerical and matter to have a choice between the two?5thSetPin (talk) 03:53, 17 February 2014 (UTC) It looks like the 2/3 chance of creating a random monster obeys standard generation rules. So if you're level 30 on the planes, there should be a "decent" chance of getting an Archon or Ki-rin. You cannot get those specific pets from polymorph, since all A are not valid polymorph forms. You can still get pretty good pets (titans, vampires, purple worms, mind flayers), just not anything as amazing as an Archon. Regarding spellbooks, polymorph has alternative sources, such as the wand and trap. I would say that the trap is the most useful of all, since there's no risk of system shock nor any need to drain energy/wand charges. So it's not really necessary to learn the extremely difficult spell, while create familiar has no other sources. Personally, I just use charm monster. -- Qazmlpok (talk) 13:34, 18 February 2014 (UTC)
# Sokoban Level 2a This level of Sokoban is often considered one of the hardest levels of the 8. There are 16 boulders and 12 holes. 0 boulder ^ hole @ starting position/downstairs &lt; upstairs (Note that the levels may be vertical mirrors in more recent versions of NetHack)! ---- ----------- --.@-------- |.........| |..........| |.........| |.0-----0-.| |.........| |..|...|.0.| |....&lt;....| |.0.0....0-| |.........| |.0..0..|..| |.........| |.----0.--.| |.........| |..0...0.|.-- |.........| |.---0-...0.------------+| |...|..0-.0.^^^^^^^^^^^^.| |..0......---------------- -----..|..| ------- Strategy The following solution solves the level with only placing three boulders in an immovable position. See this revision for a solution that solves the level without placing any boulders in an immovable position. Faster solutions exist. Finding and writing them up is left as an exercise to the reader. You can watch ttyrec of one solution here, or a faster ttyrec here which involves jumping down a hole, or a YouTube video. All boulders are replaced by letters so they can be referred to. Moving the boulders is shortened to r for right, l for left, u for up, d for down. An asterisk is used to denote the last move filled a hole (and thus removed the boulder from the game). So N ddrr* means move boulder N two times down and two times to the right into a hole. The key to this level is being able to walk around the shape in the bottom right. F, K and M prevent this in the starting layout, and P prevents you from getting near to that shape. ---- ----------- --.@-------- |.........| |..........| |.........| |.A-----B-.| |.........| |..|...|.C.| |....&lt;....| |.D.E....F-| |.........| |.G..H..|..| |.........| |.----I.--.| |.........| |..J...K.|.-- |.........| |.---L-...M.------------+| |...|..N-.O.^^^^^^^^^^^^.| |..P......---------------- -----..|..| ------- Clear a space above F. I move B next to the bottom-right shape, but I'll move it away again soon. B dd C l Move P so that I can get past, N to give me space to put K, and O and M so I can get up to F. P rrru O rr* N d M l ---- ----------- --.&gt;-------- |.........| |..........| |.........| |.A-----.-.| |.........| |..|...|C..| |....&lt;....| |.D.E...BF-| |.........| |.C..H..|..| |.........| |.----I.--.| |.........| |..J...K.|.-- |.........| |[email protected]+| |...|.P.-....^^^^^^^^^^^.| |......N..---------------- -----..|..| ------- Clear enough space around the bottom-right shape so I can walk around it. F u B ll K d ---- ----------- --.&gt;-------- |.........| |..........| |.........| |.A-----.-.| |.........| |..|...|CF.| |....&lt;....| |.D.E.B...-| |.........| |.C..H..|..| |.........| |.----I.--.| |.........| |..J...@.|.-- |.........| |.---L-K.M..------------+| |...|.P.-....^^^^^^^^^^^.| |......N..---------------- -----..|..| ------- Finish the bottom half (M, N, K, L, P, I and J). M rdrr r* N llll lrrr rrrr uu ---- ----------- --.&gt;-------- |.........| |..........| |.........| |.A-----.-.| |.........| |..|...|CF.| |....&lt;....| |.D.E.B...-| |.........| |.G..H..|..| |.........| |.----I.--.| |.........| |..J.....|.-- |.........| |.---L-K.N..------------+| |...|.P.-@....^^^^^^^^^^.| |.........---------------- -----..|..| ------- K dd N rdrr rr* L dd P r ---- ----------- --.&gt;-------- |.........| |..........| |.........| |.A-----.-.| |.........| |..|...|CF.| |....&lt;....| |.D.E.B...-| |.........| |.G..H..|..| |.........| |.----I.--.| |.........| |..J.....|.-- |.........| |.---.-.....------------+| |...|.@P-......^^^^^^^^^.| |....L.K..---------------- -----..|..| ------- K rruu rdrr rrr* P drru urdr rrrr rr* L lllr rrrr rruu rdrr rrrr* I drdd drru urdr rrrr rrr* J rrrr dddr ruur drrr rrrr rr* ---- ----------- --.&gt;-------- |.........| |..........| |.........| |.A-----.-.| |.........| |..|...|CF.| |....&lt;....| |.D.E.B...-| |.........| |.G..H..|..| |.........| |.----..--.| |.........| |........|.-- |.........| |.---.-.....------------+| |...|...-.........@.^^^^.| |.........---------------- -----..|..| ------- Get into the space above B. A u G r D u E r ---- ----------- --.&gt;-------- |.........| |.A........| |.........| |..-----.-.| |.........| |.D|...|CF.| |....&lt;....| |[email protected]| |.........| |..G.H..|..| |.........| |.----..--.| |.........| |........|.-- |.........| |.---.-.....------------+| |...|...-...........^^^^.| |.........---------------- -----..|..| ------- Finish B, E, H and G. B dddr dddr ruur drrr rrrr rrr* E rddd rddd rruu rdrr rrrr rrrr r* H rrdd dddr ruur drrr rrrr rrrr r* G rrrr dddd drru urdr rrrr rrrr rrrr* The level is now finished, but you will still need to move the A or C blocks to walk between your finishing position (as well as the stairs up) and the stairs down. How to fix this depends on which direction you approach the blockage from as follows: ---- ----------- --.&gt;-------- |.........| |.A........| |.........| |..-----.-.| |.........| |.D|...|CF.| |....&lt;....| |.........-| |.........| |.......|..| |.........| |.----..--.| |.........| |........|.-- |.........| |.---.-.....------------+| |...|...-.............@..| |.........---------------- -----..|..| ------- If you start from &lt; or @: A r If you start from &gt; C d F l Next level After this level, you will face either of the following levels: Sokoban Level 3a -------- ---.|....| |...0....|---------- |.-.00-00|.|.......| |.00-......|.......| |.-..0.|...|.......| |....-0--0-|...&lt;...| |..00..0...|.......| |.--...|...|.......| |....-0|---|.......| ---..0.-----------+| |..0@^^^^^^^^^^^.| ------------------ Sokoban Level 3b -------------------- |........|...|.....| |.00..-00|.-.|.....| |..|.0.0.|00.|.....| |-.|..-..|.-.|..&lt;..| |...--.......|.....| |...|.0.-...-|.....| |.0.|0.|...--|.....| |-0.|..-----------+| |..0....^^^^^^^^^^.| |...|.@------------- -------- This page may need to be updated for the current version of NetHack. It may contain text specific to NetHack 3.6.0. Information on this page may be out of date. Editors: After reviewing this page and making necessary edits, please change the {{nethack-360}} tag to the current version's tag or {{noversion}} as appropriate.
# Effigy ( File:Effigy.png Name effigy Appearance effigy Base price 80 zm Weight 5 Material leather Monster use Will not be used by monsters. The effigy is a magical tool that appears in dNetHack. Description An effigy always acts as a blessed scroll of remove curse when applied, regardless of beatitude. It can also be used to remove weeping angel contamination, which will turn the effigy into a weeping angel generated next to you. It can also restore some sanity. This page is a stub. Should you wish to do so, you can contribute by expanding this page.
# RogueBasin The logo of RogueBasin RogueBasin is a wiki about roguelike games in general, now located at roguebasin.com ... you can now participate by creating an account. Some interesting pages: NetHack Hacklike versus Band Definition - "What is a roguelike?" In addition, RogueBasin has many pages about individual roguelike games and some pages about roguelike programming. Some roguelike developers create pages about their own games, while a few players post reviews of the games. Conditions for RogueBasin editors While RogueBasin was at roguebasin.t-o-m-e.net, Spam forced it to restrict editing to registered users and to block the creation of new user accounts, except through an alternate process publicised in some Usenet groups but not the wiki itself. In practice, this made registering an account and contributing to RogueBasin somewhat worthless, because few others would be able to create an account and edit those contributions. Thus The Quest for the new RogueBasin. Users of rec.games.roguelike.development discussed new hosting for RogueBasin. DarkGod, the maintainer of ToME, gave a copy of the MediaWiki 1.3.9 database to Björn Bergström of roguelikedevelopment.org. The wiki has now finally replaced the default MediaWiki flower with a new logo from an old logo contest. Also, you can now register an account on the wiki. The site is currently using MediaWiki version 1.15, a rather recent version. Statistical comparison between RogueBasin and NetHackWiki RogueBasin currently uses a slightly older version of MediaWiki, a popular wiki engine that we share with them, while we have the latest stable version. We at NetHackWiki can do a few things that RogueBasin editors currently cannot; for example, we can upload screenshots to our articles. Comparative chart (as of 2011-01-27) Wiki RogueBasin NetHackWiki Scope All roguelike games, including NetHack, Angband, ... NetHack, with occasional mention of derivatives like SLASH'EM License GNU Free Documentation License NetHackWiki:Copyrights WikiEngine MediaWiki 1.15.0 MediaWiki 1.16.1 Content pages 1128 3,447 Image uploads disabled enabled for logged-in users
# User:Tungtn/Sokoban Level 1p This is one of the new possible maps for Sokoban Level 1 in GruntHack. It has 11 boulders and 10 pits, leaving 1 spare boulder. This map would also feature in UnNetHack were it not for a (possible) bug in the level/dungeon specification. If it was featured, it could appear flipped horizontally or vertically. ------------- 0 boulder |&lt;|.....|..-- ^ pit |^|.0.00|...| &gt; starting position/downstairs |^|-0....0.-- &lt; upstairs |^||..0.-...| ? scroll of earth (GruntHack only) |^|---.--.0&gt;| |^| |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 that the last move filled a pit (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 pit. First, push your way into the bottom-right chamber: ------------- G dddd |&lt;|.....|..-- |^|.A.BC|...| |^|-D....E.-- |^||..F.-...| |^|---.--.G@| |^| |H---.-- |^| |.---.--- |^----.--....| |..^^^..I..J.| |??------..K.| ---- |...-- ----- Fill in the first few pits: ------------- I lll* |&lt;|.....|..-- G d |^|.A.BC|...| J llll lll* |^|-D....E.-- K ulll llll l* |^||..F.-...| |^|---.--..&gt;| |^| |H---.-- |^| |.---.--- |^----.--.@..| |..^^^..I.GJ.| |??------..K.| ---- |...-- ----- Grab the scrolls of earth and deal with the last boulder in the bottom-right chamber: ------------- G ulll llll llu* |&lt;|.....|..-- |^|.A.BC|...| |^|-D....E.-- |^||..F.-...| |^|---.--..&gt;| |^| |H---.-- |^| |.---.--- |^----.--....| |...@........| |??------.G..| ---- |...-- ----- Open the way for the top-middle chamber: ------------- E d |&lt;|.....|..-- |^|.A.BC|...| |^|-D....E.-- |^||..F.-...| |^|---.--..&gt;| |^| |H---.-- |^| |.---.--- |.----.--....| |@...........| |..------....| ---- |...-- ----- The boulders here need to take the long way around: ------------- B drrr r___ _ dddd ddll llll lllu u* |&lt;|.....|..-- C drrr ____ _ dddd ddll llll lllu uu* |^|.A.BC|...| A rrdr rrr_ _ dddd ddll llll lllu uuu* |^|[email protected] D urrd rrrr _ dddd ddll llll lllu uuuu* |^||..F.-E..| E ulll rrrr _ dddd ddll llll lllu uuuu u* |^|---.--..&gt;| |^| |H---.-- |^| |.---.--- |.----.--....| |............| |..------....| ---- |...-- ----- The final boulder: ------------- F l |&lt;|.....|..-- H dddl llll uuuu uuu* |^|.....|...| |.|-.......-- |@||..F.-...| |.|---.--..&gt;| |.| |H---.-- |.| |.---.--- |.----.--....| |............| |..------....| ---- |...-- ----- The level is now complete. ------------- |&lt;|.....|..-- |.|.....|...| |@|-.......-- |.||.F..-...| |.|---.--..&gt;| |.| |.---.-- |.| |.---.--- |.----.--....| |............| |..------....| ---- |...-- ----- Next level In GruntHack, this would lead to the second level of Sokoban. In UnNetHack, Sokoban has only three levels per game, collapsing the 'second' levels into the first floor, so this would instead lead straight to the pool of third levels.
# Talk:Tonal instrument Does anyone know about the "ifdef" codes that supposedly cause played notes to be audible? Is there an easy way to hear this? Source:NetHack_3.4.3/src/music.c--PeterGFin 19:47, 12 October 2011 (UTC) The sound files are in /sys/share/sounds/ -directory. They're uuencoded 8-bit 22kHz AIFF files. --paxed 13:40, 13 October 2011 (UTC)
# SlashTHEM items SlashTHEM new items. Incomplete list (just started). A user has suggested improving this page or section as follows: "SlashTHEM is still under active development and has removed a lot of Extended's items and influence, requiring this list to be rewritten eventually - as such, the following list should be considered entirely out of date unless the linked articles indicate otherwise." Contents 1 Weapons 2 Armor 3 Rings 4 Amulets 5 Tools 6 Comestibles 7 Potions 8 Scrolls 9 Spellbooks 9.1 Healing spells 9.2 Body spells 9.3 Divination spells 9.4 Enchantment spells 9.5 Matter spells 9.6 Protection spells 10 Wands 11 New randomized appearances 12 See also 13 Reference Weapons Item Symbol Unidentified appearance Notes Sharpened pencil ) N/A Very low damage but can engrave without dulling, from NetHack--, Tooth of an algolian suntiger ) very sharp tooth High-damage knife class weapon, sometimes dropped by algolian suntigers. Electric sword ) N/A One-handed. Does more damage than a katana, starting weapon for Geeks. Metal club ) Heavy club A baseball bat made of iron that does more damage. Mallet ) N/A A hammer made of wood that does more damage than a heavy hammer. Silver capped staff ) N/A Quarterstaff-class melee weapon made of silver. From Slethe. Battle staff ) N/A Does much more damage than a quarterstaff. Armor Item Symbol Unidentified appearance Notes Plasteel armor [ Striped shirt [ Shopkeepers may ban the player from entering the shop if they see it, and continue to block entry even if the player later removes or covers the shirt. Ruffled shirt [ Occupies shirt slot. Adds +1 to charisma. Victorian underwear [ Occupies shirt slot. Grants MC3 and +2 charisma, but confers 2 AC point penalty. Expensive suit [ Occupies shirt slot. Grants MC2 and +2 charisma, the best "shirt" in the game. From NetHack--. Golden dragon scale mail [ Great AC and sickness resistance. Set of golden dragon scales [ Good AC and sickness resistance. Can be turned into golden dragon scale mail with a scroll of enchant armor. Stone dragon scale mail [ Great AC and petrification resistance. Set of stone dragon scales [ Good AC and petrification resistance. Can be turned into stone dragon scale mail with a scroll of enchant armor. Mana cloak [ Randomized, default "funeral shroud" Grants energy regeneration. Gnomish helm [ Little red hat Worth no AC, except if worn by a gnomish character. Gnomish suit [ Little blue vest A weak armor made of cloth. Gnomish characters gain extra AC from wearing it. Plasteel helm [ ????. Fire helmet [ Randomized, default "red shiny helmet" (made of iron) Grants fire resistance. Plasteel gloves [ White gloves Worth 2 points of AC. Made of plastic. Gauntlets of typing [ Randomized, default "brand-new gloves" (made of leather) Worth 2 points of AC. Gauntlets of reflection [ Randomized, default "mirrored gloves" (made of silver) Grants reflection. Rubber gloves [ Randomized, default "gardening gloves" (made of plastic) Worth 1 point of AC. Protect worn rings from shock damage. Plasteel boots [ White boots Worth 2 points of AC and also grants maximum MC, made of plastic. Gnomish boots [ Little black boots Worth no AC, except if worn by a gnomish character. Flying boots [ Randomized, default "battle boots" (made of silver) Worth 1 points of AC, grants flying. Rings Item Symbol Base price Base type Notes Effect when dropped in sink Ring of disarming = 300 Randomized, base "wet" (made of veggy) The player has slippery fingers while wearing it. Usually generated cursed. The water flow pauses for a moment. Ring of timely backup = 300 Randomized, base "rusty" (made of iron) Does nothing, but monsters can use it to heal, decreasing its enchantment value. The sink seems undestroyable. Ring of sickness resistance = 300 Randomized, base "fragile" (made of glass) Grants sickness resistance. The sink looks clean and neat for a moment. Amulets Item Symbol Base type Notes Amulet of undead warning " Randomized, base "occult" (made of mithril) Grants undead warning. Amulet of own race warning " Randomized, base "cabbalist" (made of plastic) Grants own race warning (displays all monsters that are of the same race as the player character). Amulet of poison warning " Randomized, base "splatted" (made of liquid) Grants poison warning (displays all monsters that are poisonous to eat). Amulet of covetous warning " Randomized, base "egyptian" (made of gold) Grants covetous warning (displays all covetous monsters). Amulet of magic resistance " Randomized, base "rare" (made of paper) Grants magic resistance. Amulet of regeneration " Randomized, base "vivid" (made of cloth) Grants regeneration. Amulet of second chance " Randomized, base "tetraedical" (made of gemstone) The wearer will come back to life upon death, with the amount of hit points they had before receiving the fatal hit. Amulet of data storage " Randomized, base "icosaedrical" (made of gemstone) Before version 0.7.0: Has no effect when worn by the player but grants reflection to monsters that wear it. After version 0.7.0: Slows spell memory loss to 2/3 of the normal rate and protects against amnesia. (Inspired by the Ring of Memory patch.) Amulet of hunger " Randomized, base "gleaming" (made of wax) The wearer hungers rapidly. Tools Item Symbol Base price Material Base type Notes Ugly backpack ( 100 cloth Bag of digestion ( 100 cloth bag Objects randomly vanish Hitchhiker's Guide To The Galaxy ( 1000 Iron highly-complicated electronic device Causes confusion when applied. If hallucinating, gives a rumor (always false). Diode ( 50 Iron two-wired thing Death drop for computer monsters Transistor ( 100 Iron three-wired thing Death drop for computer monsters IC ( 5000 Iron many-wired thing Death drop for computer monsters Pack of floppies ( 300 Plastic box containing little plastic cards God-o-meter ( 500 Iron highly-complicated electronic device If blessed, it tells you whether your prayer timeout has expired. If uncursed/cursed, your timeout is prolonged. It can explode. Relay ( 100 Iron four-wired thing Act as corpse parts for some monsters? Bottle ( 5 Glass N/A Chemistry set ( 500 Glass box of obscure-looking glass devices Along with the chemistry spell, and a bottle, you can create potions. Comestibles Item Symbol Nutrition Notes Peanut bag % 800 Vegan. Doughnut % 20 Vegan. Hacker's Food % 800 Vegan. Potions Item Symbol Base type Base price Notes Potion of extreme power ! Randomized, default "turquoise" 300 Increases max hit points (noncursed) or decreases them (cursed). Potion of recovery ! Randomized, default "reddish" 300 If cursed, nothing happens. Otherwise, restores the player's hit points, and a blessed potion will also increase max hit points. Potion of heroism ! Randomized, default "tan" 300 If cursed, the player is no longer invulnerable if he was invulnerable to begin with. Otherwise, the player will be invulnerable, fast and able to see invisible for a period of time, get their health restored to maximum and receive a slight increase to their maximum health, but the player may be blinded for some time as well. Potion of cyanide ! Randomized, default "vermillion" 300 The player becomes deathly sick and loses a random amount of strength points, while also taking a lot of hit point damage. It may be used for throwing to severely poison a monster, though. Potion of radium ! Randomized, default "crimson" 300 The player becomes deathly sick. This potion may be thrown at a monster to slightly injure it. Potion of Jolt Cola ! Randomized, default "illegal" 300 If cursed, the player loses some hit points. Otherwise, hallucination is cured and the player heals 5 hit points. A blessed potion may also grant a level up or increase the player's maximum hit points. Potion of Pan Galactic Gargle Blaster ! Randomized, default "radiating" 300 The player feels like having their brain smashed out by a slice of lemon wrapped around a large gold brick. This may lower the player's intelligence, confuse them for up to 42 turns, cure lycanthropy and sometimes heal the player's hit points. Scrolls Item Symbol Base type Notes Scroll of flood ? Randomized, default "AQUE BRAGH" Creates water tiles. Depending on BUC status, water may be created underneath the player, causing drowning! Scroll of trap detection ? Randomized, default "HOYO HOYO" Displays all traps on the current level. Scroll of acquirement ? Randomized, default "THE RESULT IS THE FRUIT" The player may acquire an item, which is like wishing except the player can only specify the item class (weapon, armor, scroll etc.) to get. Scroll of proof armor ? Randomized, default "I AM THE KING" One of the player's equipped armor items becomes fooproof. Scroll of proof weapon ? Randomized, default "YOU ARE DOOMED" The player's wielded weapon becomes fooproof. Scroll of mass murder ? Randomized, default "ENEMATZU MEMALEZU" The player may specify a monster. All instances of that monster on the current level are killed. Scroll of undo genocide ? Randomized, default "42" A genocided species starts to exist again; the player must specify a genocided species for this to work. Entering ungenomold will not work though. Scroll of reverse identify ? Randomized, default "OH CAPTAIN MY CAPTAIN" The player may specify an existing item (e.g. "potion of healing") or an item appearance (e.g. "sparkling potion"), so they can recognize them later. Scroll of wishing ? Randomized, default "TRICK 13" The player may wish for an object. This scroll cannot be wished for. Scroll of consecration ? Randomized, default "MAY THE FORCE BE WITH YOU" The player must be in a room for this scroll to work, in which case an altar is generated. BUC status determines the altar's alignment. Scroll of ice ? Randomized, default "IMMORTAL DUNGEON" Transforms some floor tiles into ice tiles. Scroll of clouds ? Randomized, default "VOLARE" Creates clouds around the user. Scroll of root password detection ? Randomized, default "XYZZY" If the player reads it, this scroll only displays YAFM. Monsters can use it to levelport. Scroll of sleep ? Randomized, default "I AM SO FUCKING TIRED" The user falls asleep. Spellbooks Main article: Spellcasting (SLASH'EM) Healing spells Name Level In vanilla Spellbook of cure confusion 3 New Spellbook of cure hallucination 3 New Spellbook of cure stun 3 New Body spells No new spells. Divination spells Name Level In vanilla Notes Spellbook of chemistry 1 New Together with a chemistry sett and a bottle, you can make potions. Spellbook of finger 2 New Spell like the wand of probing Spellbook of detect foot 7 New Not a typo, you detect your own foot and get confused. Enchantment spells No new spells. Matter spells Name Level In vanilla Notes Spellbook of shocking sphere 1 New spell Spellbook of acid sphere 1 New spell Spellbook of repair armor 3 New Spellbook of reflection 6 New Spellbook of solar beam 6 New New beam attack Protection spells Name Level In vanilla Notes Spellbook of acidshield 6 New Wands Item Symbol Base type Base cost Notes Wand of identify / Randomized, base "wedged" 500 The player may identify some of their pack's contents. Wand of magic mapping / Randomized, base "shapeless" 500 Fills in parts of the current map layout. Wand of wind (from SporkHack) / Randomized, base "timber" 500 Pushes away monsters and objects that are hit by the invisible beam. Wand of wonder / Randomized, base "elven-lettered" 500 Zapping this wand gives a random wand effect, chosen from the following: light, secret door detection, create monster, create horde, wishing (only a 0.1% chance if that effect is chosen), enlightenment, detect monsters, detect objects, detect traps, identify, remove curse, punishment. The wand of wonder can also spontaneously explode when zapped. Wand of bugging / Randomized, base "wooden" 500 Summons some bugs and heisenbugs for the player to fight. Wand of acquirement / Randomized, base "important" 500 The player can acquire an item every time this wand is zapped, which means they can choose an item type (e.g. scroll, wand, tool...) and get a randomly generated item of that type. It can only be recharged once. Wand of clone monster / Randomized, base "radiating" 500 Creates a copy of the target monster, unless it can't be cloned (e.g. if it's unique or a shopkeeper). Polymorphed players may zap themselves in order to create pets. Wand of solar beam / Randomized, base "beaming" 500 Fires a ray of light that may bounce off of walls. New randomized appearances Helms [ red shiny helmet Cloak: [ funeral shroud [ metal cloak [ granite cloak [ asbestos cloak Gauntlets: [ brand-new gloves [ mirrored gloves [ gardening gloves Boots: [ battle boots [ persian boots Rings: = wet = rusty = fragile = quartz = porcelain = ceramic = rigged = high = mithril = platinum = jacinth = citrine = amber = jet = chrysoberyl = plastic = cameo = intaglio = dazzling = deep = lighting = bright = pretty = amethyst = alexandrite = carnelian = germanium = garnet = kryptonite = lapis lazuli = peridot = stibotantalite = taaffeite = zircon Amulets: " occult " cabbalist " splatted " egyptian " radiant " charmed " rare " sparkling " watery " hardrock " venomous " vivid " sounding " clumsy " tetraedical (sic) " icosaedrical (sic) " rubber " gleaming " rotated " rounded " moony " spiked " rectangular " elliptic " rhomboedric " radiating " powerful " burdening " worthless " dark " ghostly " black " bright " tetragonal " edged " glaring " illusionary " standard " hidden " remote " secluded " Yendorian Potions: ! turquoise ! reddish ! tan ! vermillion ! crimson ! illegal ! radiating ! thaumaturgic ! shining ! incandescent ! freezing ! squishy ! greasy ! slimy ! soapy ! ochre ! steamy ! gooey ! silver ! dangerous ! creepy ! distilled ! warping ! unnatural ! venomous ! colorless ! alchemical ! fluorescent ! illuminated ! bright ! carcinogenic ! liquid ! buzzing ! concocted ! amber ! aquamarine ! blue ! ecru ! green ! gray ! plaid ! purple ! red ! tangerine ! topaz ! violet Scrolls Spellbooks: Wands See also SlashTHEM SlashTHEM artifacts SlashTHEM monsters SlashTHEM traps Reference From "src/objects.c" in SLASHTHEM source.
# Talk:Dragon (SpliceHack) Hex/Void - Elder dragons? Are Hex and Void dragons in SpliceHack counted as elder dragons? -Actual-nh (talk) 23:34, 12 December 2020 (UTC)
# Eladrin Wikipedia has an article about: Eladrin Eladrin are chaotic angels in dNetHack. Each type has a humanoid form and an energy form. They will shift to the energy form once their HP drops below 50%, and may return to their humanoid forms once their HP goes back above 50%. Eladrin typically don't drop their equipment when changing to their energy form, and will re-equip their weapons and armor automatically as they return to their humanoid forms. Eladrin are typically highly resistant to physical damage. In their humanoid form, they are protected by their armor, in energy form they take 1⁄4 base weapon damage. All Eladrin but Tulani can appear in throne rooms, with an elvenking/elvenqueen presiding over. Some of the types of Eladrin are generated on the Planes as well. Contents 1 Coure Eladrin 1.1 Mote of light 2 Noviere Eladrin 2.1 Water dolphin 3 Bralani Eladrin 3.1 Singing sand 4 Firre Eladrin 4.1 Dancing flame 5 Shiere Eladrin 5.1 Ball of light 6 Ghaele Eladrin 6.1 Luminous cloud 7 Tulani Eladrin 7.1 Ball of radiance 8 Gae Eladrin 8.1 Warden tree 9 Dracae Eladrin 9.1 Mothering mass 10 Encyclopedia entry (Eladrin) Coure Eladrin A Coure Eladrin File:Coure Eladrin.png Difficulty 4 Attacks Weapon 1d1 physical, Weapon 1d1 physical A Coure Eladrin File:Coure Eladrin.png Difficulty 4 Attacks Weapon 1d1 physical, Weapon 1d1 physical Base level 1 Base experience 58 Speed 24 Base AC −7 Base MR 100 Alignment −10 (chaotic) Frequency (by normal means) 1 (Very rare) Genocidable No Weight 20 Nutritional value 20 Size tiny Resistances sleep, poison Resistances conveyed sleep A Coure Eladrin: can fly. has a head, a couple of arms, and a torso. can see invisible creatures. is omnivorous. is not a valid polymorphable form. can follow you to other levels. is nasty. can pick up weapons and food. can be seen through infravision. never leaves a corpse. cannot be tamed. Mote of light y mote of light File:Mote of light.png Difficulty 3 Attacks Bite 2d8 physical, Claw 1d8 armor shredding, Claw 1d8 armor shredding y mote of light File:Mote of light.png Difficulty 3 Attacks Bite 2d8 physical, Claw 1d8 armor shredding, Claw 1d8 armor shredding Base level 1 Base experience 64 Speed 24 Base AC −15 Base MR 100 Alignment −10 (chaotic) Frequency (by normal means) 0 (Not randomly generated) Genocidable No Weight 0 Nutritional value 0 Size tiny Resistances sleep, poison Resistances conveyed sleep A mote of light: can fly. can survive underwater. does not breathe. has no eyes. has no hands. has no limbs. has no head. does not have a solid form. regenerates HP quickly. does not eat. (*) is not a valid polymorphable form. is normally generated hostile. can follow you to other levels. is nasty. is strong. has infravision. can be seen through infravision. never leaves a corpse. cannot be tamed. gives out radius-1 light. Noviere Eladrin A Noviere Eladrin File:Noviere Eladrin.png Difficulty 10 Attacks Weapon 1d4 physical A Noviere Eladrin File:Noviere Eladrin.png Difficulty 10 Attacks Weapon 1d4 physical Base level 8 Base experience 177 Speed 14 Base AC 3 Base MR 20 Alignment −5 (chaotic) Frequency (by normal means) 1 (Very rare) Genocidable No Weight 800 Nutritional value 350 Size medium Resistances sleep, poison Resistances conveyed sleep A Noviere Eladrin: can swim. can survive underwater. has a head, a couple of arms, and a torso. can see invisible creatures. is omnivorous. is not a valid polymorphable form. can follow you to other levels. is nasty. is strong. can pick up weapons and food. can be seen through infravision. never leaves a corpse. cannot be tamed. 7 Noviere are always generated on the Plane of Water. Water dolphin ; water dolphin File:Water dolphin.png Difficulty 10 Attacks Butt 2d8 physical ; water dolphin File:Water dolphin.png Difficulty 10 Attacks Butt 2d8 physical Base level 8 Base experience 189 Speed 12 Base AC −3 Base MR 0 Alignment 0 (neutral) Frequency (by normal means) 0 (Not randomly generated) Genocidable No Weight 3000 Nutritional value 0 Size large Resistances poison Resistances conveyed poison A water dolphin: can swim. can survive underwater. has no hands. has no limbs. has a serpent body. has a thick hide. can see invisible creatures. is omnivorous. is not a valid polymorphable form. can follow you to other levels. is nasty. is strong. can pick up weapons and food. can be seen through infravision. does not appear in Gehennom. never leaves a corpse. cannot be tamed. Bralani Eladrin A Bralani Eladrin File:Bralani Eladrin.png Difficulty 13 Attacks Weapon 1d4 physical, Weapon 1d4 physical A Bralani Eladrin File:Bralani Eladrin.png Difficulty 13 Attacks Weapon 1d4 physical, Weapon 1d4 physical Base level 10 Base experience 298 Speed 10 Base AC 0 Base MR 30 Alignment −5 (chaotic) Frequency (by normal means) 1 (Very rare) Genocidable No Weight 900 Nutritional value 350 Size medium Resistances sleep, poison Resistances conveyed sleep A Bralani Eladrin: can fly. has a head, a couple of arms, and a torso. can see invisible creatures. is omnivorous. is not a valid polymorphable form. can follow you to other levels. is nasty. is strong. can pick up weapons and food. can be seen through infravision. never leaves a corpse. cannot be tamed. 2 Bralani are always generated on the Plane of Earth. Singing sand v singing sand File:Singing sand.png Difficulty 11 Attacks Engulf 2d8 blinding, Engulf 1d10 physical v singing sand File:Singing sand.png Difficulty 11 Attacks Engulf 2d8 blinding, Engulf 1d10 physical Base level 8 Base experience 214 Speed 20 Base AC −10 Base MR 30 Alignment −5 (chaotic) Frequency (by normal means) 0 (Not randomly generated) Genocidable No Weight 0 Nutritional value 0 Size huge Resistances sleep, poison, petrification Resistances conveyed fire, sleep, poison A singing sand: can fly. can survive underwater. does not breathe. has no eyes. has no hands. has no limbs. has no head. regenerates HP quickly. can see invisible creatures. does not eat. (*) is not a valid polymorphable form. can follow you to other levels. is nasty. is strong. can pick up weapons and food. never leaves a corpse. cannot be tamed. Firre Eladrin A Firre Eladrin File:Firre Eladrin.png Difficulty 15 Attacks Weapon 2d4 physical, Weapon 2d4 physical, Gaze attack 1d10 fire, Passive 0d4 fire A Firre Eladrin File:Firre Eladrin.png Difficulty 15 Attacks Weapon 2d4 physical, Weapon 2d4 physical, Gaze attack 1d10 fire, Passive 0d4 fire Base level 10 Base experience 334 Speed 12 Base AC −3 Base MR 30 Alignment −7 (chaotic) Frequency (by normal means) 1 (Very rare) Genocidable No Weight 800 Nutritional value 350 Size medium Resistances fire, sleep, poison Resistances conveyed sleep A Firre Eladrin: can fly. has a head, a couple of arms, and a torso. can see invisible creatures. is omnivorous. is not a valid polymorphable form. can follow you to other levels. is nasty. is strong. can pick up weapons and food. has infravision. can be seen through infravision. never leaves a corpse. cannot be tamed. 4 Firre are always generated on the Plane of Fire. It shouldn't be any surprise that there are eladrins who devote themselves to art, music, and magic. The firres (pronounced feers) are creatures who live for beauty; their lives are consumed by a fiery passion for art of any kind, and they strive to make their own existence a living image of wonder and delight. The firre eladrins live as wandering minstrels and bards in Arborea, attending the courts of more powerful eladrins or tarrying to entertain a circle of coures in a forgotten dell. Their pursuit of beauty leads them to any place where art, skill, or grace is held in high esteem. A body could run across a firre traveling the Outlands or visiting the palaces of neutral-aligned powers just as easily as he'd find one in Arborea. Firres have a deep love and appreciation of mortal art, and often embark on lengthy sojourns on the Prime Material Plane to seek out works of excellence. In their demihuman, firre eladrins resemble stocky elves with brilliant red hair and fiery red eyes. At first glance, a firre might be taken for a half-elf, but her eyes give her away; they have no iris or pupil, and glow brightly with the firre's inner flame. Firres can also transform themselves into man-size pillars or balls of fire. [ Monstrous Manual, Planescape Appendix 2 ] Dancing flame v dancing flame File:Dancing flame.png Difficulty 15 Attacks Touch 3d6 fire, Touch 3d6 fire, Passive 0d4 fire v dancing flame File:Dancing flame.png Difficulty 15 Attacks Touch 3d6 fire, Touch 3d6 fire, Passive 0d4 fire Base level 10 Base experience 362 Speed 22 Base AC −13 Base MR 30 Alignment −7 (chaotic) Frequency (by normal means) 0 (Not randomly generated) Genocidable No Weight 0 Nutritional value 0 Size huge Resistances fire, sleep, poison, petrification Resistances conveyed A dancing flame: can fly. can survive underwater. does not breathe. has no eyes. has no hands. has no limbs. has no head. does not have a solid form. regenerates HP quickly. does not eat. (*) is an elf. is normally generated hostile. can follow you to other levels. is nasty. is strong. has infravision. can be seen through infravision. does not appear in Gehennom. never leaves a corpse. resists death magic. cannot be tamed. gives out radius-2 light. Shiere Eladrin A Shiere Eladrin File:Shiere Eladrin.png Difficulty 15 Attacks Weapon 2d4 physical, Weapon 2d4 physical A Shiere Eladrin File:Shiere Eladrin.png Difficulty 15 Attacks Weapon 2d4 physical, Weapon 2d4 physical Base level 12 Base experience 383 Speed 12 Base AC −4 Base MR 30 Alignment −8 (chaotic) Frequency (by normal means) 1 (Very rare) Genocidable No Weight 1450 Nutritional value 350 Size medium Resistances cold, sleep, poison Resistances conveyed sleep A Shiere Eladrin: can fly. has a head, a couple of arms, and a torso. can see invisible creatures. is omnivorous. is not a valid polymorphable form. can follow you to other levels. is nasty. is strong. can pick up weapons and food. can be seen through infravision. never leaves a corpse. cannot be tamed. The shiere knights are the second most dangerous eladrin type in the Tower, as they have powerful crystal equipment. The warriors of Arborea are the shieres, graceful eladrin knights who fight with skill, strength, and honor. They're the defenders of the eladrin courts, a shining host that seeks out evil intruders and ensures that no darkness will trouble the Queen of Stars or her people. By night the shieres gather together in bright companies to ride the wilds of Olympus and drive away any who would do the folk of Arborea harm. The shieres appear to be exceptionally tall high elves of some kind. They're long-limbed and slender, with lanky frames and long, narrow faces and hands. A shiere's as strong as the mightiest mortal warrior despite his slender build. All shieres are very fair-skinned, with pale golden or silver hair and piercing eyes of blue, green, or violet. Unlike the other eladrins, shieres're bound more permanently into their demihuman form and can change shape only into a harmless ball of faerie-light, similar to that of a coure eladrin. [ Monstrous Manual, Planescape Appendix 2 ] Ball of light e ball of light File:Ball of light.png Difficulty 14 Attacks Passive 0d6 cold e ball of light File:Ball of light.png Difficulty 14 Attacks Passive 0d6 cold Base level 12 Base experience 408 Speed 16 Base AC −14 Base MR 30 Alignment −8 (chaotic) Frequency (by normal means) 0 (Not randomly generated) Genocidable No Weight 0 Nutritional value 0 Size small Resistances fire, sleep, poison Resistances conveyed sleep A ball of light: can fly. can survive underwater. does not breathe. has no eyes. has no hands. has no limbs. has no head. does not have a solid form. regenerates HP quickly. does not eat. (*) is an elf. is normally generated hostile. can follow you to other levels. is nasty. is strong. has infravision. can be seen through infravision. does not appear in Gehennom. never leaves a corpse. cannot be tamed. gives out radius-1 light. Balls of light have no attacks and do nothing but run away. Ghaele Eladrin A Ghaele Eladrin File:Ghaele Eladrin.png Difficulty 19 Attacks Weapon 2d6 physical, Weapon 2d6 physical, Gaze attack 2d10 confusion A Ghaele Eladrin File:Ghaele Eladrin.png Difficulty 19 Attacks Weapon 2d6 physical, Weapon 2d6 physical, Gaze attack 2d10 confusion Base level 15 Base experience 508 Speed 12 Base AC −5 Base MR 30 Alignment −10 (chaotic) Frequency (by normal means) 1 (Very rare) Genocidable No Weight 1500 Nutritional value 350 Size medium Resistances sleep, shock, poison Resistances conveyed sleep A Ghaele Eladrin: can fly. has a head, a couple of arms, and a torso. can see invisible creatures. is omnivorous. is not a valid polymorphable form. can follow you to other levels. is nasty. is strong. can pick up weapons and food. can be seen through infravision. never leaves a corpse. cannot be tamed. The ghaeles are the knights errant of the eladrins. Wherever evil and tyranny raise their ugly heads, the ghaeles respond. Working behind the scenes, they quietly muster resistance and offer guidance to any creatures of good heart with the courage to stand against their oppressors. More than any other eladrins, the ghaeles are accustomed to working from behind the veil. Ghaeles resemble tall, athletic high elves. They might easily be taken noble elves if not for their pearly, opalescent eyes and radiant aura. Of course, a ghaele may be wearing any manner of mortal guise when encountered away from Arborea. Ghaele eladrins can also take the form of an incorporeal cloud of luminous energy. [ Monstrous Manual, Planescape Appendix 2 ] Luminous cloud v luminous cloud File:Luminous cloud.png Difficulty 23 Attacks Touch 5d12 shock, Touch 5d12 shock, Cast 8d12 shock, Passive 0d12 shock v luminous cloud File:Luminous cloud.png Difficulty 23 Attacks Touch 5d12 shock, Touch 5d12 shock, Cast 8d12 shock, Passive 0d12 shock Base level 15 Base experience 636 Speed 6 Base AC −15 Base MR 30 Alignment −10 (chaotic) Frequency (by normal means) 0 (Not randomly generated) Genocidable No Weight 0 Nutritional value 0 Size huge Resistances sleep, shock, poison Resistances conveyed sleep A luminous cloud: can fly. can survive underwater. does not breathe. has no eyes. has no hands. has no limbs. has no head. does not have a solid form. regenerates HP quickly. does not eat. (*) is an elf. is normally generated hostile. can follow you to other levels. is nasty. is strong. has infravision. can be seen through infravision. does not appear in Gehennom. never leaves a corpse. resists death magic. cannot be tamed. gives out radius-1 light. Tulani Eladrin A Tulani Eladrin File:Tulani Eladrin.png Difficulty 26 Attacks Touch 4d8 silver rapier, Weapon 2d8 physical, Gaze attack 2d10 stunning, Cast 0d6 (null) A Tulani Eladrin File:Tulani Eladrin.png Difficulty 26 Attacks Touch 4d8 silver rapier, Weapon 2d8 physical, Gaze attack 2d10 stunning, Cast 0d6 (null) Base level 18 Base experience 679 Speed 14 Base AC −7 Base MR 30 Alignment −12 (chaotic) Frequency (by normal means) 1 (Very rare) Genocidable No Weight 1500 Nutritional value 350 Size medium Resistances fire, cold, sleep, shock, poison Resistances conveyed sleep A Tulani Eladrin: can fly. can swim. can survive underwater. has a head, a couple of arms, and a torso. can see invisible creatures. is omnivorous. is not a valid polymorphable form. is a lord to its kind. can follow you to other levels. is nasty. is strong. can pick up weapons and food. has infravision. can be seen through infravision. never leaves a corpse. cannot be tamed. Tulani are one of the most dangerous Eladrin types. They have powerful equipment, and cast 9d6-damage random element spells (chosen from fire, cold, and shock). Tulani make good pets, as they are human sized and start with good equipment. They are not generated with a weapon of any kind, so you may need to give them a mattock or two-handed sword. One high-caste Eladrin is always generated on the Plane of Water. In 50% of games, Gae Eladrin will be the most powerful Eldadrin caste, and Tulani will not spawn naturally. The greatest of the eladrins are the tulani, or faerie lords. Their courts are scattered throughout Olympus, never staying in the same place more than one night. The tulani are peaceful in nature and take up arms only when Arborea itself is threatened or the direst of emergencies requires their attention. Tulani're creatures of unearthly beauty and grace; their voices are living music, and their faces shine so brightly that mortals find it difficult to look at them. In form they're tall, stately elven lords dressed in shimmering robes of shifting color. A tulani is surrounded by a magical aura that evil creatures cannot bear to be near. Tulani eladrins can also take the form of an incorporeal globe of eldritch colors, 5' in diameter. Visitors to Arborea who seek out the tulani courts soon find out that the eladrins aren't easy to find when they want to avoid someone. When a cutter finally gets to meet with a tulani, he's wise to keep his bone-box shut and mind his manners. The tulani don't tolerate insolence or disrespect from mortals, but are gracious hosts when their guests behave themselves. [ Monstrous Manual, Planescape Appendix 2 ] Ball of radiance e ball of radiance File:Ball of radiance.png Difficulty 31 Attacks Touch 6d6 fire, Touch 6d6 fire, Touch 3d12 shock, Touch 3d12 shock, Cast 3d12 shock, Passive 0d10 cold e ball of radiance File:Ball of radiance.png Difficulty 31 Attacks Touch 6d6 fire, Touch 6d6 fire, Touch 3d12 shock, Touch 3d12 shock, Cast 3d12 shock, Passive 0d10 cold Base level 18 Base experience 880 Speed 18 Base AC -17 Base MR 30 Alignment −8 (chaotic) Frequency (by normal means) 0 (Not randomly generated) Genocidable No Weight 0 Nutritional value 0 Size small Resistances fire, cold, sleep, shock, poison Resistances conveyed sleep A ball of radiance: can fly. can survive underwater. does not breathe. has no eyes. has no hands. has no limbs. has no head. does not have a solid form. regenerates HP quickly. does not eat. (*) is an elf. is normally generated hostile. can follow you to other levels. is nasty. is strong. has infravision. can be seen through infravision. does not appear in Gehennom. never leaves a corpse. cannot be tamed. gives out radius-2 light. Gae Eladrin A Gae Eladrin File:Gae Eladrin.png Difficulty 23 Attacks Weapon 2d8 physical, Offhand Weapon 2d8 physical, Lashing vines 4d8 four seasons, Cast 0d0 mage spell A Gae Eladrin File:Gae Eladrin.png Difficulty 23 Attacks Weapon 2d8 physical, Offhand Weapon 2d8 physical, Lashing vines 4d8 four seasons, Cast 0d0 mage spell Base level 18 Base experience 723 Speed 14 Base AC 6 Base MR 30 Alignment -12 (chaotic) Frequency (by normal means) 0 (Not randomly generated) Genocidable No Weight 1500 Nutritional value 350 Size medium Resistances fire, cold, sleep, shock, poison Resistances conveyed sleep A Gae Eladrin: can fly. can swim. can survive underwater. has a head, a couple of arms, and a torso. can see invisible creatures. is omnivorous. is not a valid polymorphable form. is a lord to its kind. can follow you to other levels. is nasty. is strong. can pick up weapons and food. has infravision. can be seen through infravision. never leaves a corpse. cannot be tamed. Gae are one of the most dangerous Eladrin types. They have unique equipment, a unique attack form, and cast single-target elemental spells. Gae make good pets, as they are human sized and start with good equipment. One high-caste Eladrin is always generated on the Plane of Water. In 50% of games, Tulani Eladrin will be the most powerful Eldadrin caste, and Gae will not spawn naturally. Warden tree { warden tree File:Warden tree.png Difficulty 22 Attacks Reach 4d8 physical, Reach 4d8 physical, Cast 0d0 clerical spell { warden tree File:Warden tree.png Difficulty 22 Attacks Reach 4d8 physical, Reach 4d8 physical, Cast 0d0 clerical spell Base level 18 Base experience 736 Speed 18 Base AC 6 Base MR 30 Alignment -12 (chaotic) Frequency (by normal means) 0 (Not randomly generated) Genocidable No Weight 3000 Nutritional value 350 Size large Resistances fire, cold, sleep, shock, poison Resistances conveyed sleep A warden tree: can survive underwater. does not breathe. cannot pick up items. has no eyes. has no hands. has no limbs. has no head. has a thick hide. can see invisible creatures. is omnivorous. is not a valid polymorphable form. is a lord to its kind. is neither male nor female. can follow you to other levels. is nasty. has infravision. never leaves a corpse. cannot be tamed. does not move. Warden trees are stationary, rapidly casting ice storm, geyser, mass cure, and draining spells. Dracae Eladrin A Dracae Eladrin File:Dracae Eladrin.png Difficulty 23 Attacks Claw 4d8 vorpal, Claw 4d8 vorpal, Butt 6d6 physical, Tentacle 2d6 physical, Tentacle 2d6 physical A Dracae Eladrin File:Dracae Eladrin.png Difficulty 23 Attacks Claw 4d8 vorpal, Claw 4d8 vorpal, Butt 6d6 physical, Tentacle 2d6 physical, Tentacle 2d6 physical Base level 18 Base experience 741 Speed 7 Base AC 6 Base MR 30 Alignment -12 (chaotic) Frequency (by normal means) 0 (Not randomly generated) Genocidable No Weight 1500 Nutritional value 350 Size medium Resistances sleep, poison, acid, petrification Resistances conveyed sleep A Dracae Eladrin: can fly. can swim. can flow under doors. can survive underwater. has a serpent body. can see invisible creatures. is omnivorous. 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. has infravision. can be seen through infravision. never leaves a corpse. cannot be tamed. Dracae Eladrin are semi-unique ancient Eladrin precursors. They are never generated randomly, instead only appear in certain defined locations, and even then only in 1/8th of games. They rapidly birth additional Eladrin with non-standard equipment sets. Mothering mass b mothering mass File:Mothering mass.png Difficulty 23 Attacks Tentacle 2d6 physical, Tentacle 2d6 physical, Tentacle 2d6 physical, Touch 1d12 sticky, Bearhug 2d12 suction, Passive 2d12 acid b mothering mass File:Mothering mass.png Difficulty 23 Attacks Tentacle 2d6 physical, Tentacle 2d6 physical, Tentacle 2d6 physical, Touch 1d12 sticky, Bearhug 2d12 suction, Passive 2d12 acid Base level 18 Base experience 753 Speed 14 Base AC 6 Base MR 30 Alignment -12 (chaotic) Frequency (by normal means) 0 (Not randomly generated) Genocidable No Weight 1500 Nutritional value 350 Size medium Resistances sleep, poison, acid, petrification Resistances conveyed sleep A mothering mass: can fly. can swim. can flow under doors. can survive underwater. has no head. regenerates HP quickly. can see invisible creatures. is acidic to eat. is omnivorous. 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. has infravision. can be seen through infravision. never leaves a corpse. cannot be tamed. Mothering masses also make passive 4d4 physical-damage tentacel attacks against any adjacent foes. When in the form of a mothering mass, Dracae offspring appear in their energy forms. Encyclopedia entry (Eladrin) The eladrins are the native race of Arborea, just as the devils are associated with the Nine Hells and the demons with the Abyss. They're wild and free beings who exult in their own existence and live a life of song and celebration. The eladrins aid all people of good hearts against the forces of evil, but seek to do so with individual acts of kindness or heroism. [ Monstrous Manual, Planescape Appendix 2 ]
# File:Treasury golem.png File File history File usage MetadataNo higher resolution available. Treasury_golem.png ‎(16 × 16 pixels, file size: 367 bytes, MIME type: image/png) File history Click on a date/time to view the file as it appeared at that time. Date/TimeThumbnailDimensionsUserComment current08:09, 12 June 201316 × 16 (367 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
# User talk:Robin Johnson 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) 12:51, July 18, 2010 Note: This is an automatic greeting.
# Bones A bones level is a level that is saved when you die, which may be reloaded into some future game. Such levels are also known as bones files or simply bones. The game will store no more than one bones file per dungeon level. When a player enters a level for the first time and a bones file exists for that level, it will only be loaded as a bones level 1⁄3 of the time;[1] otherwise, it will generate the usual level and the bones file will remain untouched. Bones levels can be a double-edged sword: the bones pile they contain will have all the dead adventurer's possessions, but if they were killed by a monster it will still be present. If a second adventurer is killed in a bones level, the level may then again be saved as bones, creating a double bones; in some cases, a triple or even a quadruple bones is possible. As of NetHack 3.6.1, some traps in the earlier dungeon levels may be generated with a pre-aged corpse and a few cursed items on top of them; these are designed to simulate the "bones" of the trap's unfortunate victims. This does not occur with entirely non-lethal traps such as squeaky boards. Contents 1 Creation 2 Clues 3 Strategy 4 Forensics 4.1 Item identification 4.1.1 Identification via the class of the deceased 5 Substitutions 6 Ethics 7 Bones files locations 8 Wizard mode 9 Variants 9.1 dNethack 9.2 FIQHack 10 References 11 See also Creation If you die in an eligible level, the chance of leaving bones is: [2] This means that the chance of leaving bones at DL 1–3 is 0%, DL 4–7 is 50%, DL 8–11 is 67%, DL 12–15 is 75%, DL 16–19 is 80%, etc. Ineligible levels for leaving bones include the following:[3] The first three levels of the dungeon, as shown above The first level of the Gnomish Mines, if it is at DL 3. (However, you can still load bones anywhere in the mines.) Mines' End Sokoban The Quest Home and Quest Goal levels Fort Ludios Medusa's Island The Castle Vlad's Tower, top and bottom (but the middle level is eligible) The Wizard's Tower, top and bottom (but the middle level is eligible) Fake Wizard's Tower, with portal The level containing the vibrating square Moloch's Sanctum The Elemental Planes The Astral Plane Any level with a portal (to the quest, Fort Ludios, or the Wizard's Tower) Any level with stairs leading to multiple different branches Bones files in eligible special levels, such as Minetown, may be loaded as bones at a different level than they were saved at, sometimes breaking other ad-hoc rules like 'no polymorph traps above dungeon level 8'. Clues Some things that may indicate that a level is a bones level: An abnormally large concentration of different monsters. Wounded monsters (can be identified with a stethoscope, but note that ordinary traps can also wound monsters). Broken doors (can be identified with far look). Unusual holes in walls (but they may also be created by a tunneling monster, especially if there are tunnels containing rocks nearby). Empty or partly empty throne rooms, zoos, leprechaun halls, or other special rooms. Engraved messages other than those randomly placed by NetHack. Few to no items lying on the floor. Suspicious or unusual items around the level. For example, disarmed bear traps are never generated randomly. Containers with contents unlike those randomly generated, such as weapons and armor. Piles of items related to specific monsters. A collection of quarterstaffs or leather armors, or even a noticeable number of elven, dwarvish, or orcish items can indicate that some combat has occurred on the level before you arrived. A ghost, in a room other than a graveyard. Note that bones ghosts will always be named after the dead player, and a ghost with one of the random names does not indicate bones. Also, a few special levels generate one random ghost when they are created; this also does not indicate bones. A named mummy, wraith, vampire, or green slime. Named monsters. Monsters which should not be generated for this particular level or at your current difficulty (for example, an archon on DL4). Presence of corpses, which are never randomly generated, except in the Valley of the Dead, Orcish Town, and on top of traps in the first four levels of the Dungeons of Doom or behind iron bars. (Corpses might also be caused by random monsters dying to traps.) Presence of fruit (slime mold) with a different name from the one you set. This is a dead giveaway. Strategy A bones level will contain some remnant of the player whose bones are laying about. Typically this is a ghost bearing the name of the player, which will be sleeping over the bones pile unless something woke it up. Depending on what the player was killed by, a monster other than the ghost will appear: If the player was killed by any V (vampire, vampire lord, or Vlad), a named (regular) vampire replaces the ghost. If the player was killed by any W (wraith, barrow wight, or Nazgul), a named wraith replaces the ghost. If the player was killed by a ghoul, the ghost is replaced with a ghoul. If the player was killed by a mummy, the ghost is replaced with the appropriate mummy (human mummy, elf mummy, etc.) If the player was killed or petrified by a footrice, there is a statue of the player instead, even if the player did not die by stoning. Killing or luring the ghost or monster away gives you access to the bones pile, which contains the entire inventory of the player when they died. Every item in the bones pile has an 80% chance of being cursed outright, and a 20% chance of retaining its original BUC. It is thus usually a bad idea to quaff, read, wield, or wear anything from a bones pile until it has been properly BUC identified. Turning off autopickup temporarily before you step onto the bones pile is a good idea, so you can look through the items at your leisure and don't accidentally encumber yourself by picking up many items at once. If there is a bag in the bones pile, it may be a bag of holding (unless the adventurer appears to be an early Rogue or Archeologist, in which case it's probably just a sack). Since the bag may be cursed, it might not be wise to loot it on the spot and risk destroying its contents. Try to lift it; if you find it very difficult or impossible, it is likely a cursed bag of holding. If you can get it into your inventory, you can treat it with a scroll of remove curse or dip it in a potion of holy water. If not, you can zap a wand of cancellation at it on the floor to uncurse it. As a last resort, you can tip it. Beware! The original killer is still lurking about the level, probably not too far from the site of the bones. If you discover a bones pile with very advanced items, be very careful about running into whatever managed to kill your predecessor! A headstone generates under the bones pile; this means that you can't engrave Elbereth on that square to keep monsters from attacking you while you sort through it. If you need to fight, step into another square. Alternatively, stand on top of a scroll of scare monster. (There might even be one in the bones pile already.) On the other hand, you want to get at any wands of fire or lightning the player may have been carrying before monsters can use them against you. Luckily, the ghost on top is generated asleep and will prevent other monsters from moving onto the pile until you wake it up. Forensics Item identification Objects that the deceased player has #named will be reset to whatever description that object has in the current player's game. In other words, if the deceased had a yellow potion named "this burns when thrown" (meaning it was acid), but acid in the current player's game is a purple potion, the potion will show up as purple, without a name. The exception to this rule is fruit, which retains its name in bones piles. Thus, naming your fruit "Look out for the master mind flayer!" is a clever dying action to inform the next player about your demise. Engraving is a more restrictive method of issuing such warnings, as you can only engrave a maximum of eight characters per turn, which limits your final vocabulary to phrases like "purple&nbsp;h", "GWTWOD", or "Archon". Assuming that the game is being played on a public server that provides dumplogs, the less scrupulous may look up the dumplog to see what items were carried. As these logs include an ASCII image of the game map at time of death, determining which of the logs belongs to the body you found is simple. This is probably cheating, though, and some players frown upon it. Identification via the class of the deceased When encountering a bones level, it can be advantageous to know some details of the deceased, or at least his or her class. For example, if you find a grave with a quarterstaff, a randomly named cloak, two spellbooks, and a magic marker, you can be fairly certain the corpse is that of an early wizard, from which you can deduce that the cloak is a cloak of magic resistance. This method comes with no guarantees, but the more "indicator items" you find, the more certain you can be. Class is indicated by Archeologist bullwhip, fedora, tinning kit Barbarian two-handed sword, battle-axe Caveman large number of rocks and/or flint stones Healer scalpel, stethoscope Knight lance, many apples and carrots, saddle (possibly on a horse) Monk many apples and oranges, a robe Priest 4 potions of water, both of: mace and robe Ranger two large stacks of arrows Rogue large stack of daggers, sack, lock pick Samurai large stack of ya (bamboo arrows), katana and short sword Tourist Hawaiian shirt, expensive camera, credit card, stack of 4 scrolls Valkyrie long sword, small shield, dagger Wizard quarterstaff, randomly named cloak, two spellbooks, two rings, a few scrolls and potions, one wand Rogues and Valkyries are hard to identify, since they both start with items common to other classes, or commonly generated. A +3 small shield almost certainly used to belong to a Valkyrie, but to determine the enchantment, you need to either identify or try on the shield. Substitutions The following items will be substituted upon a save: Died with Saved with Amulet of Yendor cursed cheap plastic imitation of the Amulet of Yendor Candelabrum of Invocation cursed, used, unlit wax candle Bell of Opening cursed bell Book of the Dead cursed spellbook of blank paper Upon loading, the following artifacts are changed to their base type: Your quest artifact Any artifact that was already created in your game Note that the alignment of any quest artifact is not affected by the alignment of the deceased: if the Mitre of Holiness is found in bones, you will be unable to grasp it unless you are lawful, even if it was retrieved from Nalzok by a chaotic priest. Additionally, certain monsters will never be saved in bones:[4] Medusa the Wizard of Yendor Vlad the Impaler your quest nemesis your quest leader Their statues and corpses are unaffected (bug C342-54), but upon revival, will turn into doppelgangers.[5] Tame monsters will turn hostile.[6] Ethics Using bones items in a normal game is perfectly fine. Bones can often make a difficult game much easier by providing items that the current player has not "earned" yet. If you are going for some record, especially a speed run, the ascension is likely more impressive if not using bones items at all. From a game design point of view, bones are potentially unbalancing, and a few players object to using bones items for this reason. Finding one's own bones is an even more difficult position. Luckily on a public server there are enough players that this is unlikely to happen too frequently. If the deceased player's dumplog is available, it can be used to identify items in the bones pile. This could be considered cheating. Many players do it, but endless debates rage on RGRN about the value of such wins. Please disclose dumplog usage. Bones files locations On the Windows port, the data for a bones file is stored in the playground directory. As the filename contains clues to where the player died, it is trivial to identify potential bones levels. The file is created when a player dies on a bones-capable level and is deleted when a bones level is reached and incorporated in to an active game. If the player later dies on a bones-capable level, the file may be re-created with the appropriate filename. Thus, if the player observes the files within the playground, they can notice when a suitable level is coming up, and notice if the file is deleted, and thus know that they are on a bones level. The file naming format that is used is "bon <branch><role>.<level>", for example "bonM0.T" is the bones file for Minetown. Within the filename, <branch> is one of: D – Dungeons of Doom M – Gnomish Mines G – Gehennom T – Vlad's Tower Q – Quest And <role>: Is normally "0", if part of the normal dungeon Changes to "Bar" for Barbarian, "Wiz" for Wizard etc - specific branches for quests. In SLASH'EM, can also be "Law", "Neu" and "Cha" for the alignment quests.[7] And <level> is one of: Numbers 1 through 53 – ordinary levels eligible for leaving bones (this number is offset from the first of the branch appropriate—e.g. if the bones are on the second level of the mines, the filename would be "bonM0.2") O – Oracle (if <branch> is "D", as the Oracle can only be in the Dungeons of Doom and Orcus Town shares "O") T – Minetown R – Rogue level V – Valley of the Dead A – Asmodeus' Lair B – Baalzebub's Lair J – Juiblex's Swamp O – Orcus Town (if <branch> is "G", as Orcus Town can only be in Gehennom and the Oracle shares "O") X – Wizard's Tower N – Nymph level (exists in SLASH'EM and UnNetHack) The file is not designed to be human-readable. The characters corresponding to each level and branch are defined in dungeon.def. Wizard mode In wizard mode, you will be prompted when you reach a bones level with the message "Get bones? [yn] (n)", allowing you to selectively retrieve the bones file for that level. You'll also get the prompt "Unlink bones? [yn] (n)". Selecting y removes that bones file from the possible set of bones files for normal games. When you die on a bones-suitable level, you will be presented with the opportunity to "Save bones? [yn] (n)", again allowing you to selectively save bones files. If there was already a bones file for that level (i.e. you said no to getting bones when entering a level) you will also be prompted with "Bones file already exists. Replace? [yn] (n)", allowing you to selectively overwrite the bones file for that level. Variants dNethack In addition to the above monsters, dreadblossom swarms and shades leave a monster of the same type instead of a ghost if a bones file is created from them killing the player. Dread Seraphs leave skeletons, and gnoll ghouls will leave regular ghouls. Binders will always leave broken shadows (a weaker version of a shade) instead of ghosts in a bones file. Note that Mammon does not currently leave a golden statue in a bones file. FIQHack Bones in FIQHack are more dangerous than in vanilla: the ghost will have the same intrinsics as the deceased character, and there is also a 33% chance that the ghost will be replaced with a player monster that has the same inventory, spells, and intrinsics as the dead character. A user has suggested improving this page or section as follows: "Add information about changes introduced in variants (for example UnNetHack)" References ↑ bones.c in NetHack 3.4.3, line 385: "only once in three times do we find bones" ↑ src/bones.c in NetHack 3.6.6, line 344 ↑ no_bones_level in bones.c ↑ bones.c in NetHack 3.4.3, line 226 ↑ commit fixing unique monster bones revival ↑ bones.c in NetHack 3.4.3, line 299 ↑ files.c in NetHack 3.4.3, line 617 See also Hearse Ghost Options § bones This page may need to be updated for the current version of NetHack. It may contain text specific to NetHack 3.6.0. Information on this page may be out of date. Editors: After reviewing this page and making necessary edits, please change the {{nethack-360}} tag to the current version's tag or {{noversion}} as appropriate. </branch></branch></level></role></branch></level></role></branch>
# Skill The term "master" redirects here. For the rank title of a Monk at experience level 30, see Monk#Rank titles. NetHack's skill system allows different roles to attain different proficiencies in the use of different weapons and spells. Skills can be advanced using the #enhance command. When you become able to advance a skill, you will see the message "You feel more confident in your (weapon/fighting/spell casting) skills." If you have just advanced a skill and still have more that can be advanced, you will get the message "You feel you could be more dangerous!" Skills are not advanced automatically because each skill takes up skill slots, which are finite and gained by leveling up.. Contents 1 Training 1.1 Technical details 2 Effects 2.1 Spellcasting 2.2 Weapons 2.2.1 Weapon skill levels and bonuses 2.3 Riding 3 Skill tables 3.1 Weapon skills 3.2 Other combat skills 3.3 Spell skills 4 Variants 4.1 SLASH'EM 4.2 UnNetHack 5 References Training Most skills in NetHack have four possible levels: Unskilled, Basic, Skilled and Expert. Martial arts and Bare hands have two levels beyond expert: Master and Grand Master. Generally speaking, characters start at basic skill in the weapons and spells they begin their adventure with, and unskilled in all others. Use the #enhance command at any time to get a list of skills which you can train. If a skill does not appear on this list, your role is restricted in this skill, meaning that no amount of training will enable it to advance beyond unskilled. However, if you receive an artifact weapon from your god, you will be "unrestricted" in the appropriate skill if necessary, which can then be advanced to Basic. #enhance will also indicate which of the listed skills have been trained up to their maximum levels. Tables of maximum skill levels can be found in Dylan O'Donnell's spoilers weap-343.txt and spl1-343.txt. Combat skills are generally trained through dealing more than 1 damage using a given weapon while wielded in melee, and projectiles are thrown or else fired from the launcher they are designed for - some melee weapons (spear, javelin, knife, dagger, and aklys) can double as projectiles, and either use trains the appropriate skill. Spellcasting skills are trained by successfully casting a spell; a common training strategy is to use low-level spells such as light or knock to raise the skill for another desired spell in that spellcasting school. Technical details To advance a skill, you need to have enough free skill slots and to have practiced it enough. You gain a skill slot each time you gain an experience level, and being crowned also grants one skill slot - this means there is a maximum of 30 skill slots available. Higher skill levels require more skill slots. Skills that are non-weapon based (spellcasting, bare-handed combat, and riding) use half as many skill slots as weapon-based skills.[1] If you lose an experience level, you will also lose a skill slot, which may result in losing your most recently earned skill. The table below shows the total number of successful uses of a skill required to reach each level and the skill slots required to advance. If you start with a skill at Basic, you are also precredited with 20 successful uses of that skill. Skill level Successful uses Slots required for weapons Slots required for non-weapons Unskilled 0 Basic 20 1 1 Skilled 80 2 1 Expert 180 3 2 Master 320 2 Grand Master 500 3 Hitting a monster for more than one point of damage (including from a distance) counts as a successful use of a weapon skill. For bare-handed combat, a successful use is only scored 50% of the times you hit a monster; for martial arts, 75%.[2][3] As with weapon attacks, a check is made to see if your skill damage bonus applies (see below). Riding a total distance of 101 squares counts as a successful use of the riding skill.[4] Successfully casting a level n spell counts as n successful uses of the corresponding spell casting skill.[5] Effects Spellcasting Improving spellcasting skills improves your chances of casting spells in that school successfully. Certain spells also have better effects when cast at skilled level or above. Cone of cold and fireball create explosions rather than a ray;[6] and detect monsters, confuse monster, levitation, remove curse, detect food, cause fear, identify, haste self, detect treasure, and restore ability all have the effect of a blessed potion or scroll.[7][8] Protection takes twice as long to decay if cast as expert.[9] Jumping allows you to jump farther based on your skill level, with a bonus even for Basic skill.[10] To-hit chance of most ray-type spells (sleep, magic missile, unskilled/basic cone of cold, and finger of death) also depends on your skill level.[11] Weapons Improving weapon skills improve your to-hit and damage bonuses. Bare hands combat and martial arts skills are an exception to this rule: In 3.4.3 they never granted a to-hit bonus,[12] and in both 3.4.3 and 3.6.0 their damage bonus applies only to 50% and 75% (respectively) of all hits.[13][14] Quoting from Kate Nepveu's spoilers: Weapon skill levels and bonuses Needed Weapon Two-weapon Skill level Hits Exp +Hit +Dam +Hit +Dam Unskilled 0 0 −4 −2 −9 −3 Basic 20 1 0 0 −7 −1 Skilled 80 2 2 1 −5 0 Expert 180 3 3 2 −3 1 Needed Riding Bare-hand Martial Skill level Hits Exp +Hit +Dam +Hit +Dam +Hit +Dam Unskilled 0 0 −2 0 +1 0 +2 +1 Basic 20 1 −1 0 +1 +1 +3 +3 Skilled 80 1 0 +1 +2 +1 +4 +4 Expert 180 2 0 +2 +2 +2 +5 +6 Master 320 2 — — +3 +2 +6 +7 Grand Master 500 3 — — +3 +3 +7 +9 Riding Your skill at riding affects your chances of successfully applying a saddle.[15] It also affects your chance of hitting[16] and the damage you inflict[17] when riding. Also, you need at least Basic skill to pick up items or loot a container on the ground[18] or search one for traps,[19] dip something into a pool,[20] set a trap[21] or disarm one[22] or engrave on the floor[23] while riding. Also, if your steed is capable of lifting (and moving over) boulders, you need Basic skill to make them use this ability.[24] Skill tables Key - Restricted b Basic S Skilled E Expert M Master GM Grand Master Weapon skills RoleSkill Arc Bar Cav Hea Kni Mon Pri Rog Ran Sam Tou Val Wiz dagger b b b S b - - E E b E E E knife b - S E b - - E S S S - S axe - E S - S - - - S - b E S pick-axe E S b - b - - - b - b S - short sword b E - S S - - E b E E S b broadsword - S - - S - - S - S b S - long sword - S - - E - - S - E b E - two-handed sword - E - - S - - b - E b E - scimitar S S - b b - - S - b S b - saber E b - b S - - S - b S b - club S S E S b - E S - - - - S mace - S E b S - E S - - b - b morning star - S b - S - E b b - b - - flail - b S - b - E b S S b - - RoleSkill Arc Bar Cav Hea Kni Mon Pri Rog Ran Sam Tou Val Wiz hammer - E S - b - E b b - b E - quarterstaff S b E E - b E - b b b b E polearms - - S b S - S b S S b S S spear - S E b S b S b E S b S b trident - S S b b - S - b - b b b lance - - - - E - b - - S b S - bow - b S - b - b - E E b - - sling S - E S - - b - E - b b S crossbow - - - - S b b E E - b - - dart b - - E - - b E E - E - E shuriken - - - S - b b S S E b - b boomerang E - E - - - b - E - b - - whip E - - - - - - - b - b - - unicorn horn S - b E - - S - - - S - - The following information pertains to an upcoming version (NetHack 3.7.0). If this version is now released, please verify that it is still accurate, then update the page to incorporate this information. The scimitar skill has been deleted, and merged into the saber skill. Barbarians have their saber skill raised from Basic to Skilled. Other combat skills RoleSkill Arc Bar Cav Hea Kni Mon Pri Rog Ran Sam Tou Val Wiz bare hands E M M b E - b E b - S E b two weapon combat b b - - S - - E - E S S - riding b b - - E - - b b S b S b martial arts - - - - - GM - - - M - - - Spell skills RoleSkill Arc Bar Cav Hea Kni Mon Pri Rog Ran Sam Tou Val Wiz attack b b b - S b - - - b - b E healing b - - E S E E - b - - - S divination E - - - - b E S E b b - E enchantment - - - - - b - - - - b - S clerical - - - - S S E - - S - - S escape - b - - - S - S b - S b E matter b - S - - b - S - - - - E Variants SLASH'EM In SLASH'EM, advancing a spell skill costs as much as weapon skills.[25] UnNetHack UnNetHack changes the number of successful uses of a skill required to reach each level. These values are: Skill level Successful uses Old value Unskilled 0 0 Basic 100 20 Skilled 200 80 Expert 400 180 Master 800 320 Grand Master 1600 500 Spell skills, however, advance four times as fast until the player is Skilled in the relevant skill, after that, the skill only advances twice as fast as shown in the table above. References ↑ weapon.c, function slots_required ↑ uhitm.c in NetHack 3.4.3, line 546 ↑ uhitm.c in NetHack 3.4.3, line 907 ↑ steed.c in NetHack 3.4.3, line 357 ↑ spell.c in NetHack 3.4.3, line 960 ↑ spell.c in NetHack 3.4.3, line 829 ↑ spell.c in NetHack 3.4.3, line 901 ↑ spell.c in NetHack 3.4.3, line 917 ↑ spell.c in NetHack 3.4.3, line 673 ↑ spell.c in NetHack 3.4.3, line 950 ↑ spell_hit_bonus in zap.c ↑ uhitm.c in NetHack 3.4.3, line 283: uwep is false if no weapon is wielded ↑ uhitm.c in NetHack 3.4.3, line 546 ↑ uhitm.c in NetHack 3.4.3, line 904 ↑ steed.c in NetHack 3.4.3, line 112 ↑ weapon.c in NetHack 3.4.3, line 1147 ↑ weapon.c in NetHack 3.4.3, line 1216 ↑ pickup.c in NetHack 3.4.3, line 1468 ↑ trap.c in NetHack 3.4.3, line 3494 ↑ potion.c in NetHack 3.4.3, line 1554 ↑ apply.c in NetHack 3.4.3, line 2031 ↑ trap.c in NetHack 3.4.3, line 3110 ↑ engrave.c in NetHack 3.4.3, line 139 ↑ hack.c in NetHack 3.4.3, line 269 ↑ Source:SLASH'EM_0.0.7E7F2/weapon.c#line990 This page may need to be updated for the current version of NetHack. It may contain text specific to NetHack 3.4.3. Information on this page may be out of date. Editors: After reviewing this page and making necessary edits, please change the {{nethack-343}} tag to the current version's tag or {{noversion}} as appropriate.
# User:Gneek @ gneek Difficulty 7 Attacks Melee weapon 1d5, or projectile weapon 1d6 @ gneek Difficulty 7 Attacks Melee weapon 1d5, or projectile weapon 1d6 Base level 0 Base experience 6 Speed 12 Base AC 10 Base MR 0 Alignment 0 (neutral) Frequency (by normal means) Not randomly generated Genocidable No Weight 1450 Nutritional value 400 Size Medium Resistances None Resistances conveyed None gneek: has a head, a couple of arms, and a torso. is omnivorous. is not a valid polymorphable form. is an elf. is strong. can pick up weapons and food. can be seen through infravision. Reference monst.c#line2277 He wishes for a blessed partly eaten chickatrice corpse upon entering the Astral Plane. Why? To make it as lightweight as possible of course! His favorite class is Ranger and he's is very fond of the elven race. Hates the sight of Archons, eels and the Riders as he lost several very promising characters to those. Actually thinks that the Sting is a decent artifact because of its web-cutting ability. Can't stand playing Lawful or Neutral. See also Player Info on NAO
# Firing Keyboard commands ~ ! @ # $ % ^ &amp; * ( ) _ = + Q W E R T Y U I O P { } | q w e r t y u i o p [ ] \ A S D F G H J K L : " a s d f g h j k l ; ' Z X C V B N M &lt; &gt; ? z x c v b n m , . / q w e r t u i o p Alt a s d f j l Alt c v n m ? Alt A C R T O Alt a c d o p r t [ Ctrl Firing is the act of shooting (f) ammunition from a quiver (shift&nbsp;+ q) using a launcher. See also: Throw To-hit Firing food at pets Be wary of firing food to a pet that is eating, as your pet is so intent on devouring the food that the item thrown may hit them, angering them and possibly turning them from tame to peaceful, possibly even to hostile. This page is a stub. Should you wish to do so, you can contribute by expanding this page. This page may need to be updated for the current version of NetHack. It may contain text specific to NetHack 3.4.3. Information on this page may be out of date. Editors: After reviewing this page and making necessary edits, please change the {{nethack-343}} tag to the current version's tag or {{noversion}} as appropriate.
# Wet Several things can happen if an object becomes wet. The most common effects are to rust metal and make blank scrolls and blank spellbooks. The normal way to make an object wet is to dip it into water, usually a pool or moat, or to submerge yourself while carrying the object. Rust traps can also wet worn or wielded rustable items, and wielded scrolls. Note some special sources of water will not wet an object, but will have a different effect. #Dipping into a pool, moat, or uncursed potion of water will always wet an object, but never the contents of containers. Dipping into a fountain will always wet an object and can give special effects, including converting a long sword into Excalibur. Dipping into holy water or unholy water will never wet an object. Effects The effect is determined by the functions get_wet in potion.c and water_damage in trap.c. They have slightly different effects. When an object becomes wet, the following happens: Contents of containers are affected only if you fall into water, not if #dipped. Nothing happens to an object protected by grease, except that the grease might wash off (50% chance). A potion of acid will explode. Harmless if you fell into water, but it will deal d10 damage if #dipped ("killed by elementary chemistry"). Other potions will become diluted. Already-diluted potions will become uncursed water. (This means that any non-acid potion can be dipped twice to make uncursed water, which can later be turned into holy water.) Scrolls and spellbooks become blank; if you have a magic marker, you can then write new ones. The resulting blank objects will have the same BUC status as the original. The Book of the Dead cannot become blank. ("The Book of the Dead suddenly heats up; steam rises and it remains dry.") A scroll of mail also cannot be blanked; this prevents you from sending yourself mail to supply yourself with blank scrolls. Iron objects might (50%) become one step more rusty. Rustproof objects and objects which are already "thoroughly rusty" will not rust. Other metals do not rust. If you dipped into an uncursed potion of water, and one of the above effects occurs, the water is consumed; otherwise you keep it ("Object gets wet."). You keep your potion if the dipped object was greased. It's a waste to use uncursed water this way; it is better to dip uncursed potions of water into holy water to make more holy water. If you want to manufacture uncursed potions of water or blank paper, do not dip into potions of water; dip into a pool, a moat, or (less preferrably) a fountain, or cancel the items. Dipping a container will not dilute any potions inside it. Strategy The safest technique for dipping is to wear water walking boots or be flying (levitation will not work), walk over open water that is devoid of sea monsters, and dip away. This is not always an option, so second to this is to drop any inventory item you don't want to get wet, ensure that you're unencumbered, and walk into open water. You will escape the water unharmed and have any scrolls in your inventory blanked and potions diluted. Be careful! This also happens to items in a bag, unless it is oilskin or has been temporarily protected with grease. With high Luck, you might need to try several times. Swimming is safe because you can only drown if you are encumbered from your armor or loadstone, or if monsters block all adjacent land squares. Another slow, but somewhat safer method is to remove any rustprone worn items, wield the item you want wetted, and repeatedly #sit on a rust trap. This does not work for potions or spellbooks. Fountains are the most readily available means of dipping objects; however, they can be quite dangerous for unprepared characters and will dry up rather soon. Dipping in a fountain may curse the dipped item, or it may summon water demons, water moccasins, and water nymphs. Unless you have decent AC (around 0 is a good baseline), poison resistance and/or magic cancellation, a decent weapon, and a way to remove curses, it is better to find another means. If necessary, you can create pools of water by digging down on a fountain, or twice on a sink. It is recommended you create pools near your main stash for unlimited, no-side-effects water. This page may need to be updated for the current version of NetHack. It may contain text specific to NetHack 3.4.3. Information on this page may be out of date. Editors: After reviewing this page and making necessary edits, please change the {{nethack-343}} tag to the current version's tag or {{noversion}} as appropriate.
# User:Kernigh/sandcastle test /wiki/A._A._Hodge /wiki/A._A._Hodge x x x x x x x x x x x x x x x x x x x x x x x x x x x x x x x x x x x x this is line 10 y y y y y y y y y y y y
# Wizard Wikipedia has an article about: Wizard (character class) This article is about the player role. For other uses, see Wizard (disambiguation). The Wizard is one of the roles in NetHack. Wizards can be either neutral or chaotic, and can be humans, elves, gnomes or orcs. Their first sacrifice gift is Magicbane. They are relatively poor fighters, but are arguably the best spellcasters in the game. The guidebook says of them: Wizards start out with a knowledge of magic, a selection of magical items, and a particular affinity for dweomercraft. Although seemingly weak and easy to overcome at first sight, an experienced Wizard is a deadly foe. Contents 1 Starting equipment 2 Intrinsics 3 Skills 4 Special rules 4.1 Spellcasting 4.2 Reading and writing 4.3 Miscellaneous 5 Strategy 5.1 Character creation 5.2 Skill slot management 5.3 Early game 5.3.1 Objectives 5.3.2 Weapons 5.3.3 Spellcasting 5.4 Mid game 5.4.1 Objectives 5.4.2 Weapons 5.4.3 Spellcasting 5.5 Late game 5.5.1 Objectives 5.5.2 Weapons 5.5.3 Spellcasting 6 Rank titles 7 Quest 8 Variants 8.1 SLASH'EM 8.1.1 Strategy 8.2 SporkHack 8.3 xNetHack 8.4 FIQHack 9 Encyclopedia entry 10 References Starting equipment A wizard begins the game with:[1] a blessed +1 quarterstaff a cloak of magic resistance three random scrolls a blessed spellbook of force bolt a random non-force bolt spellbook of level 3 or lower [2] three random potions two random rings one random wand if an elf, random non-magical musical instrument[3] 20% chance of magic marker[4] 20% chance of blindfold The random items generated will never be any of the following:[5] scroll of amnesia scroll of blank paper scroll of fire spellbook of blank paper potion of acid potion of hallucination any ring with an enchantment of +0 or lower[6] ring of aggravate monster ring of hunger ring of levitation ring of poison resistance if an orc ring of polymorph control if you already have a wand, ring, or potion of polymorph ring or potion of polymorph if you already have a ring of polymorph control wand of nothing wand of wishing Intrinsics Level 15: warning Level 17: teleport control Skills Wizard skills Max Skills Basic Weapons: short sword, mace, spear, trident, shuriken Combat: bare hands, riding Skilled Weapons: knife, axe, club, polearms, sling Spells: healing, enchantment, clerical Expert Weapons: dagger, quarterstaff, dart Spells: attack, divination, escape, matter Wizards start always with Basic skill in quarterstaff, attack spells, and enchantment spells. This is independent of the category of the random spellbook, because the spellcasting skills are hardcoded in the function skill_init in weapon.c. Special rules Spellcasting Wizards with an intelligence of 15 or 16 have reduced-hunger casting, and Wizards with an intelligence of 17 or above have hungerless casting. Wizards have no bonus or penalty for emergency spells, but their special spell is magic missile, which is probably the most useful special spell among the spellcasting roles. Wizards regain energy more often than other roles. Reading and writing Wizards can write scrolls and spellbooks they don't know yet with much higher success rates than other roles. With maximized Luck, writing one is nearly a certainty. Wizards get a warning when they have a chance of failing to read an uncursed spellbook: "This spellbook is [very] difficult to comprehend. Continue?" Miscellaneous Cornuthaums give Wizards a charisma boost and clairvoyance, and only Wizards can safely enchant them from up to +5. Wizards cannot fire multiple projectiles at once unless they are Expert at the relevant weapon skill, and do not gain a multishot bonus for their racial launcher. Wizards with teleportitis can teleport at will at experience level 8 or higher, rather than 12 as with other roles. Wizards also spend less time as a beginner than other roles. Strategy Character creation Among all roles, Wizards have the greatest variation in their starting items. Some players like to "start scum", quitting and rolling new Wizards repeatedly until they start with desirable items and spells. Humans make the hardiest Wizards with their relatively high HP growth; their energy growth is competitive as well. On the downside, their lack of infravision makes it somewhat difficult to target spells at distant monsters until they obtain a source of warning or telepathy (usually via ring of warning or floating eye). A gnomish Wizard will face a relatively peaceful Mines; although Wizards generally want to solve Sokoban first for the guaranteed food and strength training, they should still tackle the Mines at some point for access to Minetown and the guaranteed luckstone. Their higher maximum intelligence and bonus to energy growth are obvious advantages, but their hit points are mediocre. Orcs are crippled by their penalties to HP and energy growth. Unlike other orcs, orcish Wizards start with no bonus food; their maximum intelligence makes uncursed spellbooks slightly riskier to read, and requires a helm of brilliance for hungerless casting. With that in mind, 16 intelligence is still enough for 100% reliable spellcasting, and they also gain modest benefits from poison resistance. While Wizards are generally frail enough that they should worry more about death from HP than a poison instadeath, their low intelligence cap tends to distribute more points towards their physical stats, making them somewhat better at early-game combat than gnomes and elves - just how much varies greatly between individual characters. Elves have the highest energy growth of any race, but due to their low maximum constitution, their HP tends to lag far behind other races. If they're lucky enough to start with the maximum 20 intelligence, they'll have a relatively easy time reading new spellbooks, although this comes at the expense of their other attributes. Their maximum natural strength and constitution aren't enough to reach maximum encumbrance, and gauntlets of power might not be a viable option due to their spellcasting penalty. Chaotic characters have the usual benefit of a less malicious mysterious force, although since they can acquire teleport control by leveling up, they can recover relatively easily from being sent down in Gehennom. Chaotic gods grant more prayer timeout reduction from sacrifice, which is a boon to a Wizard who wants to altar farm for spellbooks. Being neutral is of relatively little benefit to a Wizard unless they want to wish for a specific quest artifact. Skill slot management It takes 6 skill slots to reach Expert in daggers, and 20 slots to max out all the spellcasting skills. This means that a level 30 Wizard who chooses to enhance all spellcasting skills to maximum should have 3 slots free to spend on other skills, such as unrestricted artifact weapon skills. As part of skill slot management, a Wizard should defer enhancing any spell skill until there comes a point when doing so would provide an in-game benefit. The benefits from enhancing a spell skill are that it lowers spell failure rates, and (depending on the spell) sometimes augments the effects of a spell. When advancing spell skills, it is a good idea to check which spells you have in each school, and make sure that at least one of your spells would benefit from being enhanced, before using up the skill slot. It is important to note that a great many spells enjoy augmented effects when advancing from Basic to Skilled (notably, fireball, cone of cold, remove curse, and detect monsters), but only two spells enjoy augmented effects when going from Skilled to Expert (namely, jumping and protection), and of these two, Wizards can only become Expert in jumping. Therefore, for spells other than escape spells, a Wizard gains no benefit from advancing to Expert unless there is a currently known high level spell (e.g. finger of death, cancellation, or polymorph) whose failure rate would be lowered by such advancement. In particular, there is almost never any need to advance divination spells to Expert, since all divination spells have the same effects at Skilled as at Expert, and none of the divination spells are of very high spell level. The Skilled casting effects of enchantment spells and healing spells may also not be worth the skill slots. The skill slots saved thereby are valuable to have available for weapons, especially early in the game. 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. Once you no longer need to throw daggers, a scroll of amnesia may reset your dagger skill, freeing those slots to be spent on spell skills. You may also forget spells and spell skills, but you can relearn your spells from your books and retrain your skills quickly with the energy regeneration from the Eye. Early game Objectives Some people advocate deliberately keeping your experience level low in the early game, but this is controversial. Increases in monster difficulty due to a higher experience levels are roughly balanced out with the benefits that come with the higher experience level, such as higher maximum power. The easiest way to prevent yourself from over-leveling is to allow your pet to kill as many monsters as is feasible, although one would be wise to still gain a few levels for the additional survivability and spell power capacity. These constraints are loosened when you learn magic missile, get Magicbane, or obtain some other offensive upgrade. Unless you are playing an atheist, if you manage to find an early coaligned altar, consider sacrificing at it until you get Magicbane, which will make your early game a lot easier. The Mines are dangerous. Unless you are a gnome, all the normal inhabitants will want to kill you. It can be quite hard for inexperienced players to go straight to Minetown and survive long enough to return to the main dungeon. Exploring the deeper Mines past Minetown should perhaps be postponed, though you do eventually want to get there, as the Catacombs can be very profitable for a Wizard. Completing Sokoban before doing anything else is likewise dangerous, because monsters difficulty increases with each completed puzzle, and your own experience level will probably not keep up with it. Consider going down to the Oracle level and breaking the centaur statues there in search of spare spellbooks, gaining a few levels in the process, then coming back up to do the Gnomish Mines. Hunger may become an issue, especially if you do not start the game with Intelligence of 17 or above for hungerless casting. You may need to pray for food when weak, and the first floor of Sokoban with its guaranteed food might be a good place to go to stock up. Weapons Early-game Wizards are very weak and should avoid engaging in melee combat with monsters. Finding a source of thrown weapons to damage or kill monsters before they can reach you is critical. Most Wizards pursue daggers as their sole weapon skill, because it is easy for them to get Magicbane (which uses dagger skill), and because throwing daggers at Expert skill later in the game does considerably more damage than using a quarterstaff. To that end, training daggers as soon as you come across some is a good idea. Easy ways to train daggers include throwing them at slow enemies, letting a fog cloud engulf you, or naming Sting and training it on goblins for the +d5 to-hit bonus. Descending briefly into the Gnomish Mines, where daggers are plentiful, is a good way to acquire some. Still, in the very early game, daggers may be hard to come by, so consider casting force bolt at a boulder or statue, picking up the resulting stones (as many as can be carried while staying unburdened), and quivering them. Throwing rocks at a monster is better than nothing, especially if you're out of power. Of course, you should replace them with darts, daggers, or other missiles as they become available. Some players advocate dumping the starting quarterstaff early on, either as soon as you find a non-cursed dagger or you reach Basic skill in daggers. There is little reason to keep the staff after this point unless you plan to wish for the Staff of Aesculapius, in which case you should continue training quarterstaff skill. The Staff of Aesculapius has become a more viable choice with the advent of the #tip command in Nethack 3.6.0, as you can now access the means to uncurse it in the unlikely event it should become cursed while you are wielding it. In addition to having good damage, it provides hungerless regeneration and drain resistance. Spellcasting Players disagree on whether Wizards should wear high-AC metal armor and focus on melee skills, or ignore all metal armor in favor of being able to use spells in combat. Wearing metal is fine if it doesn't encumber you and you're confident in your ability to survive without relying on magic. Not wearing it is fine if you're prepared to flee from monsters when you run low on energy. If you do choose to wear metal, you should plan to swap it out later for nonmetal armor as that gradually becomes available. Save your energy for when you really need it. You won't be able to cast force bolt more than a few times until you gain a few levels. Read any non-cursed spellbook as soon as you find it. You will always get a warning if there's a chance of failing to read it, and if you do, it's likely to be too high level to be of much use right now. If you start with a wand of polymorph, you may consider polymorphing your starting spellbooks. Your force bolt book, since it is blessed, will polymorph into another blessed book that can thus be read with a 100% success rate. However, this can be done only once or twice before the spellbook becomes too faint to read. You can also polymorph your starting pet at the same time, often ending up with something much stronger for an early pet (though this risks killing it). Mid game Objectives Raising your Luck and maintaining it should be a priority. Finish the Mines and Sokoban when you feel ready. The Wizard quest is fairly easy, the Dark One is a pushover, and the reward—the Eye of the Aethiopica—is so fantastically useful that a Wizard should probably go on the quest as soon as possible. One of the many things the Eye does is vastly enhance strategic mobility through the Mazes of Menace—in particular, you can get out of trouble in an instant. Many Wizards set up a base camp in Sokoban and leave most of their worldly possessions there, going back whenever they need to read a spellbook or pick up more food. Adjacent monsters may follow you through the Eye's magical portal, but this also has its uses, such as luring wraiths out of a graveyard level. If you have found the quest portal, but are not yet level 14, be aware that the first level of the quest, the Lonely Tower, is often well-provided with wraiths. You may be able to gain a few levels and reach XL 14 before you meet your quest leader. For Wizards with the Eye and the magic missile and create monster spells, altar farming is incredibly easy, since an arbitrary number of corpses for sacrifice can be created on demand. This is good for increasing your Luck or obtaining more sacrifice gifts and favors. If you decide to get crowned, you will receive a spellbook of finger of death. Weapons You can and should train daggers to Expert skill. Although Wizards don't get the multishot bonus at Skilled as of NetHack 3.6.0, throwing two daggers in a single turn is still powerful, so it is recommended to acquire a good number of daggers that stack together. Elven daggers are especially useful. Acquire Magicbane at this stage, unless you have some reason not to. Spellcasting If you have come across a magic marker, you can blank other spellbooks and write useful ones like magic missile, identify, or polymorph. Since so many monsters are resistant to one or more forms of magical attack, you will need to build a diverse toolkit. A fire-resistant opponent may be especially vulnerable to cold attacks; an opponent with reflection can probably be brought down by splash effects from a fireball. Reading the wiki entries for new opponents to learn their immunities and weaknesses is a good idea. Ultimately, nothing has "stab resistance"—even shades will succumb to an enchanted or silver weapon—so a Wizard should always have a good physical combat option to fall back on. Still, spells are generally the most powerful means of attack by this point in the game. Late game Objectives Some players prefer to raise their experience level as high as possible in order to have the largest maximum HP and energy, and to maximize damage from casting magic missile. A level 30 Wizard gets 16d6 damage with each magic missile. Luring wraiths out of the Valley of the Dead and other graveyards will probably be required to reach this level. Remember to buy all the divine protection you want before trying to level up. Other players like to keep their experience level low, to keep higher-difficulty monsters from being generated. Ultimately, the choice is up to you. Weapons Magicbane remains an excellent weapon. With its magic resistance and ability to catch curses, you can fight powerful spellcasters like arch-liches head-on. Opinions vary as to whether you should enchant it to +7 or keep it at +2; see Magicbane#Enchanting for details. Other weapons such as Frost Brand, Stormbringer, or the Staff of Aesculapius are good options that do significantly more damage than Magicbane. Note the Staff of Aesculapius will not deal double damage to major demons or undead, so if it is your weapon of choice you will want to be sure to have Cone of cold (and Fireball if you haven't genocided liches) or at the very least a high-level Magic Missile to handle these enemies in Gehennom. Spellcasting You should definitely have the finger of death spell in your repertoire by now. Save charges on your wands of death for when you really need them; e.g. when facing the Riders on the Astral Plane. The helm of brilliance while not necessary, can be useful for reducing spell failure rates of difficult spells, or giving less capable wizards the benefit of hungerless casting. Getting a source of confusion for the Planes should be easy, since you probably have at least one useless forgotten spell like cure blindness or restore ability. Casting spells when you have the Amulet of Yendor can drain your power very fast. You can drop it on the ground when you need to cast a lot of spells without moving. Also, consider stocking up on a few scrolls of charging and reading them when confused to restore all your energy immediately. Rank titles The status line shows you to be one of the following ranks when you reach the specified experience level: XL 1–2: Evoker XL 3–5: Conjurer XL 6–9: Thaumaturge XL 10–13: Magician XL 14–17: Enchanter/Enchantress XL 18–21: Sorcerer/Sorceress XL 22–25: Necromancer XL 26–29: Wizard XL 30: Mage Quest Main article: Wizard quest The Wizard quest sees you fighting the Dark One for the Eye of the Aethiopica. Variants SLASH'EM In SLASH'EM, Wizards start with four spellbooks, with one book chosen randomly from each of: force bolt or sleep resist poison or resist sleep detect food, detect monsters, light, knock, or wizard lock magic missile, confuse monster, slow monster, cure blindness, endure heat, endure cold, insulate, create monster, or healing SLASH'EM adds the rank titles Warlock/Witch (XL&nbsp;14–17), bumps Enchanter/Enchantress to XL&nbsp;18–21, Sorcerer/Sorceress to XL&nbsp;22–25, and removes the rank title of Necromancer (presumably, to avoid confusion with the new Necromancer role). Strategy Wizards in SLASH'EM are a bit more difficult then in vanilla. In vanilla, once you get Magicbane you are likely to be on the road to ascension. Here, you had better stay sharp even after you get Magicbane. Keep your pet around you for longer. A good advice would be to stay careful and keep your pet until your AC is below −10 and your level is above 10. An additional difficulty is that you don't have enough slots for all the extrinsics you would want. Dragon scale mail interferes with spellcasting now and generally isn't worth having in your ascension kit. In addition, you have to deal with the create pool spell and more serious level drain attacks. Some possible equipment choices: Water walking boots: You need these to deal with create pool spells. You can use haste self as a substitute to speed boots. The amulet slot is already crowded for other things, so no amulet of flying for you. Ring of levitation with speed boots: With the ring, you are vulnerable to electric bugs. If you use this, you might want to blessed-genocide x to be safe, and this is no joke. The levitation spell is dangerously unreliable (unless Skilled or better in escape spells). Robe of protection: The highest natural AC for the body armor slot without spellcasting interference. It can be upgraded from plain robes with 50% chance. The robe of power is useless for a Wizard, unless you are wearing metallic armor. Robes take the body armor slot here, so you can't attempt to wear a robe of power on top of dragon scale mail. Amulet of reflection or drain resistance: You'll need to give up on the amulet of flying and life saving. Wielding the hand of Vecna: It confers drain resistance. You can rely on the remove curse spell for the curses. Be careful of the blast if you are neutral. Wielding Stormbringer if chaotic for drain resistance. You can obtain Stormbringer easily by crowning while carrying a spellbook of finger of death; this will also unrestrict broadsword skill. Without already carrying finger of death spellbook, you'll get that instead. Wielding Nighthorn: It confers reflection, but it is two-handed, so if it gets cursed, you can't cast spells anymore. Also, being lawful, it will blast you for sure. Depending on your situation, you could forgo reflection or drain resistance, but this is risky. Bad ideas: Wielding the Staff of Aesculapius: It doesn't confer drain resistance in SLASH'EM. Because it is two-handed, you can't cast spells if it gets cursed. Wearing a shield of reflection: Your success rate will not be higher than 55% for magic missile and 25% for anything else. Nice wishes: The wallet of Perseus (unaligned) can help overcome the initial low carrying capacity of the Wizard, without wearing gauntlets of power. SporkHack In SporkHack, Wizards start with a spellbook of protection and a cloak of protection instead of a cloak of magic resistance. xNetHack In xNetHack, energy regeneration is increased by 0.33 per turn if the player is a Wizard. They start with four spellbooks (force bolt, magic missile, and two random ones), but no potions, scrolls, rings, or wand. FIQHack In FIQHack, Wizards no longer get scrolls, potions, or rings as starting inventory. The only starting wand is the wand of striking. However, Wizards also start with 4 spells (force bolt, magic missile, and 2 random). Similar to xNetHack, energy regeneration is increased by 0.33 per turn for Wizards. Hungerless casting no longer exists. Encyclopedia entry Ebenezum walked before me along the closest thing we could find to a path in these overgrown woods. Every few paces he would pause, so that I, burdened with a pack stuffed with arcane and heavy paraphernalia, could catch up with his wizardly strides. He, as usual, carried nothing, preferring, as he often said, to keep his hands free for quick conjuring and his mind free for the thoughts of a mage. [ A Dealing with Demons, by Craig Shaw Gardner ] References ↑ Wizard initial inventory in u_init.c ↑ u_init.c in NetHack 3.6.0, line 1027 ↑ Elf initializations in u_init.c ↑ Wizard initializations in u_init.c ↑ u_init.c in NetHack 3.6.0, line 1007 ↑ u_init.c in NetHack 3.6.0, line 1036
# File:Raised drawbridge.png File File history File usageNo higher resolution available. Raised_drawbridge.png ‎(16 × 16 pixels, file size: 194 bytes, MIME type: image/png) A 16x16 vanilla NetHack tile of the item 'raised drawbridge'. File history Click on a date/time to view the file as it appeared at that time. Date/TimeThumbnailDimensionsUserComment current21:19, 1 August 200616 × 16 (194 bytes)PraetorFenix (talk | contribs) 12:34, 1 August 200616 × 16 (192 bytes)BotFenix (talk | contribs)A 16x16 vanilla NetHack tile of the item 'raised drawbridge'. 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 17:53, 24 July 2023 Namespace: all (Main) Talk User User talk NetHackWiki NetHackWiki talk File File talk MediaWiki MediaWiki talk Template Template talk Help Help talk Category Category talk Source Source talk Forum Forum talk Video Video talk User blog User blog talk Blog Blog talk Module Module talk &nbsp;Invert selection &nbsp;Associated namespaceTag filter:Page name: Show changes to pages linked to the given page instead List of abbreviations: N This edit created a new page (also see list of new pages) m This is a minor edit b This edit was performed by a bot (±123) The page size changed by this number of bytes 24 July 2023 &nbsp;m&nbsp;&nbsp;&nbsp;16:09&nbsp; EvilHack‎‎ (3 changes | history) . . (+1,958)‎ . . [K2‎ (3×)] &nbsp;m&nbsp;&nbsp;&nbsp; 16:09 (cur | prev) . . (+1,831)‎ . . K2 (talk | contribs) (→‎Shields: details) &nbsp;m&nbsp;&nbsp;&nbsp; 15:42 (cur | prev) . . (+113)‎ . . K2 (talk | contribs) (→‎Game mechanics: placeholder for new skills) &nbsp;m&nbsp;&nbsp;&nbsp; 15:15 (cur | prev) . . (+14)‎ . . K2 (talk | contribs) (→‎Air: more wording) 23 July 2023 &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;08:36&nbsp; EvilHack‎ (diff | hist) . . (-82)‎ . . Umbire the Phantom (talk | contribs) (pass for word choice and rephrasing) 21 July 2023 &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;14:30&nbsp; EvilHack‎‎ (3 changes | history) . . (+1,487)‎ . . [K2‎ (3×)] &nbsp;m&nbsp;&nbsp;&nbsp; 14:30 (cur | prev) . . (+17)‎ . . K2 (talk | contribs) (→‎Major changes: convicts and thievery) &nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 14:17 (cur | prev) . . (+1,444)‎ . . K2 (talk | contribs) (→‎Game mechanics: open air) &nbsp;m&nbsp;&nbsp;&nbsp; 13:42 (cur | prev) . . (+26)‎ . . K2 (talk | contribs) (→‎Game mechanics: move artifact twoweaponing behavior under 'twoweaponing' section) 20 July 2023 &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;13:29&nbsp; Inediate‎ (diff | hist) . . (-41)‎ . . Darth l33t (talk | contribs) (Undo revision 152507 by Coz (talk) those are "g" and already covered) (Tag: Undo) 19 July 2023 &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;16:47&nbsp; Inediate‎ (diff | hist) . . (+41)‎ . . Coz (talk | contribs) (Added gargoyles and wingeds as inediate) 18 July 2023 &nbsp;m&nbsp;&nbsp;&nbsp;04:53&nbsp; EvilHack‎ (diff | hist) . . (0)‎ . . K2 (talk | contribs) (build date)
# Cockatrice Wikipedia has an article about: Cockatrice c chickatrice Difficulty 7 Attacks Bite 1d2, Petrification c chickatrice Difficulty 7 Attacks Bite 1d2, Petrification Base level 4 Base experience 136 Speed 4 Base AC 8 Base MR 30 Alignment 0 (neutral) Frequency (by normal means) 1 (Very rare) Genocidable Yes Weight 10 Nutritional value 10 Size tiny Resistances poison, petrification Resistances conveyed poison (27%) A chickatrice: has no hands. is an animal. is omnivorous. is normally generated hostile. can be seen through infravision. normally appears in small groups. Reference monst.c#line170 c cockatrice Difficulty 8 Attacks Bite 1d3, Petrification c cockatrice Difficulty 8 Attacks Bite 1d3, Petrification Base level 5 Base experience 149 Speed 6 Base AC 6 Base MR 30 Alignment 0 (neutral) Frequency (by normal means) 5 (Common) Genocidable Yes Weight 30 Nutritional value 30 Size small Resistances poison, petrification Resistances conveyed poison (33%) A cockatrice: has no hands. is an animal. can lay eggs. is omnivorous. is normally generated hostile. can be seen through infravision. Reference monst.c#line177 The cockatrice, c, is one of the more complex creatures in Nethack, and is generally considered to be a real nuisance, as it is often the source of many YASDs. It can turn you to stone instantaneously if you touch it (or even its corpse) with your bare hands (or any other part of your body). However, if you are wearing gloves, you can pick its corpse up and wield it as a weapon, turning enemies to stone instantaneously; the cockatrice corpse has been nicknamed the rubber chicken by the players who like to use it in this way. This is still extremely dangerous, as falling in any manner will cause you to touch it. Monsters with gloves or stoning resistance (such as skeletons) can also wield cockatrice corpses against you. The baby version of a cockatrice is a chickatrice, c, and is similarly dangerous; while they may appear earlier than cockatrices, chickatrices are much weaker, rarer, and less likely to leave a corpse. Chickatrices and cockatrices are often collectively referred to as footrices, particularly in reference to the stoning abilities they and their corpses possess. In addition to normal monster generation, floors below DL 17 may rarely generate a nest full of cockatrices as a special room. Contents 1 Hissing attack 2 Ways to be petrified by a cockatrice 2.1 Petrification by a corpse 2.1.1 Always petrifies 2.1.2 Without wearing gloves 2.1.3 Without wearing gloves, blinded 2.1.4 Without wearing a helm 2.1.5 Without wearing boots 2.1.6 Wearing gloves while wielding the corpse as a weapon 2.1.7 Without wearing gloves, wielding the corpse while stoning-resistant 2.2 Petrification by a living cockatrice 2.3 Other ways to be petrified by a cockatrice 3 Use as a weapon 4 History 5 Wishing 6 Resistances conveyed 7 Origin 8 Encyclopedia entry 9 References Hissing attack If you hear the cockatrice's hissing, there is a chance that you may begin turning to stone. If you immediately act to counter this process, you can save your life, but any intrinsic speed will be lost. The hissing attack always succeeds during a new moon unless you are carrying a lizard corpse. For a cockatrice to start turning you to stone, the following must all happen: The cockatrice must touch you with its petrifying touch attack. ("The cockatrice touches you.") Then, there is a 1⁄3 chance the cockatrice will hiss at you if it has not been cancelled. ("You hear the cockatrice's hissing!") Finally, there is a 10% chance (or 100% if today is a new moon and you are not carrying a lizard corpse) that you will begin turning to stone. ("You are slowing down." at the end of the current game turn) Magic cancellation will not protect you against the hiss, although cancelling the cockatrice will prevent it from hissing ("You hear a cough from the cockatrice!"). Good AC can prevent a cockatrice from touching you. Note that cancellation's only effect on cockatrices is to block their hissing attack; it does not protect you against petrification due to contact with the cockatrice, living or dead. To prepare for the loss of intrinsic speed, you may tin the corpse of a quantum mechanic and eat the tin after stopping the stoning process, or zap yourself with a wand of speed monster. Ways to be petrified by a cockatrice The following list gives the ways a cockatrice or chickatrice can kill you, and what there is to be done about it. (Except where otherwise stated, "cockatrice" will refer to both cockatrices and chickatrices.) This list may not be exhaustive. All methods are instantly fatal and assume you are not stoning-resistant, unless noted. Wearing an amulet of life saving will save you if you are petrified. Petrification by a corpse Always petrifies Get hit by a monster wielding it (delayed death).[1][2] If you've killed a cockatrice near an enemy that can wield weapons, there is a high chance that one wearing gloves will pick up the corpse and attempt to stone you with it. Be on alert for messages involving the corpse being wielded. If you are blind and cannot see this information, it is best to assume they have wielded it. If an enemy has the corpse and you cannot kill it, you are advised to make your way to another level and wait for the corpse to rot away, which will take place in 250 turns. If a moat is nearby and you are wearing boots, you can kick the corpse into the water to make it inaccessible. Eat it. Gaining the food appraisal intrinsic warns you before eating dangerous food, including food that will petrify you. ('This smells like it could be something very dangerous!') The intrinsic is gained by reading a blessed scroll of food detection, or casting 'detect food' at skilled or expert in divination spells. It lasts for one warning. If you have stoning resistance, it will give you a message 'This tastes just like chicken!' Keep food (especially cockatrice corpses) out of slot 'y'; this will help avoid accidentally eating something you shouldn't. Without wearing gloves Pick it up. If you are polymorphed into a creature that lacks hands and can pick up objects, you will also be stoned. Put it into or take it out of a container. Try to throw or fire it. Wield the corpse. Snag it with a bullwhip or grappling hook. However, simply picking up the corpse with a bullwhip is fine.[3][4][5] Steal it (for example, when polymorphed into a nymph). Sacrifice it. This even happens when it's already lying on the altar. Tin the corpse. Without wearing gloves, blinded Feeling the corpse when you move or teleport onto the square containing the corpse when not using m. Cease levitating over it when not using m. Look (using ':' at the square containing it). Get expelled from an engulfing monster on a square containing the corpse when not using m. Without wearing a helm Throw it upwards (direction &lt;). The death message is "petrified by elementary physics" (what goes up, must come down). Without wearing boots Kick it. Trip over it while fumbling, as of NetHack 3.6.0. Wearing gloves while wielding the corpse as a weapon Fall down the stairs. This happens if you are burdened or worse, are fumbling, or are punished. However, you will never fall down the stairs if you are flying. Fall down a pit, hole or a trapdoor, including jumping into them while flying. Fall into a chasm created by a drum of earthquake. Fall into a pit created by stepping on a landmine. If you are flying or levitating, you can pass over these without falling (except in Sokoban). Flying won't stop you from triggering the landmine, but it will prevent you from falling into the created pit. Jumping down a hole or trapdoor while flying will stone you. Fall onto a sink while levitating. Faint from hunger and fall on the corpse. Lose your gloves to disintegration by a scroll of destroy armor. Lose your gloves to overenchantment (or underenchantment) by a scroll of enchant armor. If the enchantment on the gloves is +4 or higher, reading a non-cursed scroll of enchant armor may destroy them. If the enchantment is −4 or lower, reading a cursed scroll of enchant armor may do the same. Lose your gloves to the monster spell destroy armor. Magic resistance protects you from this spell. Have your gloves taken off by a foocubus. You have charisma⁄20 chance of having the option to stop a foocubus from removing an item of armor. Cancelling them stops the seduction attacks altogether. Nymphs and monkeys cannot steal your gloves if you're holding a weapon; they will try to take your weapon first, petrifying themselves if successful. The corpse can be retrieved by breaking the resulting statue. Without wearing gloves, wielding the corpse while stoning-resistant Change to a non-stoning-resistant form. Polymorph control or unchanging can prevent this. Reaching zero HP will change you back to your normal, non-resistant form if you don't have unchanging, and kill you if you do. Petrification by a living cockatrice Attack (strike, touch, or claw) it with bare, ungloved hands. Due to a bug, even the m command will not be safe if the cockatrice is shown only as a warning symbol. Attack it with ungloved hands, wielding a potion. Kick it without wearing boots (as a monster attack or as a command). Bite or sting it (monster attack). Headbutt it without wearing a helmet (monster attack). Hug it without gloves and a cloak (monster attack). Suck its brain with tentacles (as mind flayer or master mind flayer). Attack it while polymorphed into a foocubus ("You smile at the cockatrice seductively. You turn to stone..."). Swallow it whole (as trapper, lurker above, or purple worm). Without gloves, attempt to saddle it. Without gloves, attempt to untrap it from a pit. Hear its hissing (delayed death). See §&nbsp;Hissing attack for details. Ride an animal that steps on a polymorph trap and turns into a cockatrice. Your magic resistance protects ridden monsters against polytraps. Get reduced to zero HP by its attacks. This will kill you normally, but if you weren't petrification resistant, you will leave a statue instead of a ghost in your bones file. If you were polymorphed into a stoning-resistant form while wearing an amulet of unchanging, you leave a ghost instead. If you have no weapon or gloves, or are polymorphed into a form which has an unusual attack, cockatrices should not be directly attacked; attack them with ranged weapons or spells. If you suck a cockatrice's brain, you turn to stone. If your life is saved, you still suffer the delayed death stoning effects. Minotaurs are the only headbutters capable of wearing helmets (and even then, only cloth and leather hats). Salamanders are the only huggers capable of wearing both gloves and a cloak. Other ways to be petrified by a cockatrice Eat a tin of cockatrice meat. Eat a cockatrice egg (delayed death). Get hit by a cockatrice egg thrown by a monster (delayed death). Without a helmet, throw a cockatrice egg in the air (direction &lt;; not a delayed death). Without gloves, smash a potion of polymorph over a monster, turning it into a cockatrice. (This is bug #C343-31, fixed May 2004) Use as a weapon A cockatrice corpse is an extremely powerful weapon, but can easily backfire and thus should be used with some caution. To avoid falling in an unknown pit, you should unwield it or be levitating when moving around in places that might have traps. Even if you are levitating and not fumbling (highly recommended), you should stay away from sinks, nymphs and foocubi to be perfectly safe. (But 20 Charisma makes foocubi safe.) Some creatures are immune to stoning, and golems turn into powerful stone golems that can easily annihilate a character in the early game. So have a different weapon ready to use, and never stone a golem in the early game. Due to a minor bug, players polymorphed into a jabberwock will not stone monsters with a wielded cockatrice corpse.[6] History Before Hack 1.0.3, a successful hissing attack was an instadeath; the only safe way to fight a cockatrice was with ranged weapons. The effect of the new moon first appeared in Hack 1.0.2. Wishing Wishing for footrice corpses can sometimes be a good idea when fighting tough monsters or a multitude of them. A good Astral Plane wish would be a blessed partly eaten chickatrice corpse—chickatrice corpses are lighter than cockatrices, and partly eaten ones are lighter still. All Quest nemeses and the endgame riders are stoning resistant. Here is a quick list of monsters that can be good candidates for stoning. Moloch's priests and the high priest (especially in Moloch's Sanctum and the Astral Plane) Demon princes and lords (except Juiblex, who is stone resistant) The Wizard of Yendor Angelic beings, including Archons Mind flayers Liches It's always a good idea to save up a couple of extra charges on your wand of wishing just in case. You never know when Demogorgon shows up or five Archons are generated on the Plane of Fire. Resistances conveyed According to definition in monst.c, eating footrice should convey stoning resistance, but this is not implemented.[7][8] Origin The cockatrice is alleged to be incubated by a serpent or toad from a rooster's egg. Yolkless eggs were traditionally believed to have been laid by roosters. Physically, it resembles a rooster with a reptilian tail and bat wings. The traditional cockatrice is simply deadly. The stoning attack property comes from Dungeons &amp; Dragons. The cockatrice is closely related to the basilisk (a monster not present in vanilla NetHack) referred to in the encyclopedia entry. The relation between basilisks and cockatrices is unclear; sometimes they are used as synonyms, but other times a basilisk is a different monster. Encyclopedia entry Once in a great while, when the positions of the stars are just right, a seven-year-old rooster will lay an egg. Then, along will come a snake, to coil around the egg, or a toad, to squat upon the egg, keeping it warm and helping it to hatch. When it hatches, out comes a creature called basilisk, or cockatrice, the most deadly of all creatures. A single glance from its yellow, piercing toad's eyes will kill both man and beast. Its power of destruction is said to be so great that sometimes simply to hear its hiss can prove fatal. Its breath is so venomous that it causes all vegetation to wither. There is, however, one creature which can withstand the basilisk's deadly gaze, and this is the weasel. No one knows why this is so, but although the fierce weasel can slay the basilisk, it will itself be killed in the struggle. Perhaps the weasel knows the basilisk's fatal weakness: if it ever sees its own reflection in a mirror it will perish instantly. But even a dead basilisk is dangerous, for it is said that merely touching its lifeless body can cause a person to sicken and die. [ Mythical Beasts by Deirdre Headon (The Leprechaun Library) and other sources ] References ↑ src/mhitu.c in NetHack 3.6.6, line 995 ↑ src/mhitu.c in NetHack 3.6.6, line 1252 ↑ src/pickup.c in NetHack 3.6.6, line 256: apply.c does not call the usual check when using the whip to pick up the corpse off the ground, but does call it when a weaponized corpse is snatched. ↑ src/apply.c in NetHack 3.6.6, line 2714 ↑ src/apply.c in NetHack 3.6.6, line 2849 ↑ The exact condition for stoning a monster with a wielded trice corpse seems to be: (in natural form or (hit with weapon attack or hit with claw attack in slot 1 or hit with claw attack in slot 2 as a foocubus or hit with any attack in slot 1 as any L)). This also excludes some monster that cannot wield a weapon (adult dragon, raven, crocodile, and the invalid polyforms Ixoth, Demogorgon, and the Chromatic Dragon). ↑ src/monst.c in NetHack 3.6.6, line 178 ↑ src/monst.c in NetHack 3.6.6, line 184 Parts of this page are based on a spoiler by David Corbett. The original license is unknown.
# Related changes Enter a page name to see changes on pages linked to or from that page. (To see members of a category, enter Category:Name of category). Changes to pages on your Watchlist are in bold. Recent changes options Show last 50 | 100 | 250 | 500 changes in last 1 | 3 | 7 | 14 | 30 daysHide registered users | Hide anonymous users | Hide my edits | Show bots | Hide minor editsShow new changes starting from 17:55, 24 July 2023 Namespace: all (Main) Talk User User talk NetHackWiki NetHackWiki talk File File talk MediaWiki MediaWiki talk Template Template talk Help Help talk Category Category talk Source Source talk Forum Forum talk Video Video talk User blog User blog talk Blog Blog talk Module Module talk &nbsp;Invert selection &nbsp;Associated namespaceTag filter:Page name: Show changes to pages linked to the given page instead List of abbreviations: N This edit created a new page (also see list of new pages) m This is a minor edit b This edit was performed by a bot (±123) The page size changed by this number of bytes 23 July 2023 &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;10:06&nbsp; Metallivore‎ (diff | hist) . . (+239)‎ . . Umbire the Phantom (talk | contribs) (not a stub, re-org, word choice, etc.) 22 July 2023 &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;23:38&nbsp; Wish‎ (diff | hist) . . (+547)‎ . . Umbire the Phantom (talk | contribs) (→‎GruntHack: copyedit + add some IRC recommendations)
# Talk:Sharur If the Sharur lamassu is killed, do you get the mace back? --Kahran042 (talk) 17:52, 1 April 2020 (UTC) Per a discussion I had with AntiGulp a while back, you do not, but she's thinking about changing it so that you do. --Phol ende wodan (talk) 18:35, 1 April 2020 (UTC)
# Sprow C sprow Difficulty 11 Attacks Bite 1d1 poison (strength), Kick 1d1 webbing C sprow Difficulty 11 Attacks Bite 1d1 poison (strength), Kick 1d1 webbing Base level 8 Base experience 129 Speed 15 Base AC 2 Base MR 10 Alignment −8 (chaotic) Frequency (by normal means) 1 (Very rare) Genocidable Yes Weight 2550 Nutritional value 500 Size medium Resistances sleep Resistances conveyed sleep A sprow: has a head, a couple of arms, and a torso. is carnivorous. is herbivorous. is omnivorous. is female. is normally generated hostile. can be seen through infravision. appears only in Gehennom. cannot be tamed. The sprow is a centaur-like creature that can be encountered in dNetHack. Sprow are drow who have been converted into a humanoid–spider hybrid. Unlike the similar driders, sprow have the least advantageous aspects of each creature, with a humanoid torso, but arms and legs replaced by pairs of spider legs. The transformation, which renders the drow unable to pick up items and use weapons, is understood to be a form of punishment. This page is a stub. Should you wish to do so, you can contribute by expanding this page.
# Medusa's Island Medusa's Island Location Level 21–28 of theDungeons of Doom Variants First version Second version Third version Fourth version Bones No Mappable Yes Teleportable No Diggable floor Yes Diggable walls varies Medusa's Island is a special level that appears in NetHack, and is home to Medusa. The entire level is non-teleport, and is ineligible to leave bones files. Contents 1 Generation 1.1 Common traits 2 First version 3 Second version 4 Third version 5 Fourth version 6 Strategy 7 Origin 8 History 9 Variants 9.1 UnNethack 9.2 SlashTHEM 10 References Generation The island is 1 to 4 levels above the Castle, placing it between dungeon levels 21 and 28. Monster creation on this level is biased towards chaotic monsters. There are four different versions of the island, each of which has an equal chance of being used. Common traits Each version of the level contains several statues representing Medusa's victims. Except as noted below, there will be: Seven statues of random monsters scattered around the level. These statues will contain any equipment their monster type might usually be generated with, but will not have the usual chance of containing a random spellbook. Five statues of player monsters with names and roles from the top-ten list in the same room as Medusa. These statues will be empty. A historic statue of Perseus, containing (with independent probability):[1][2][3][4] a 75% chance of a cursed +0 shield of reflection a 25% chance of a +0 pair of levitation boots a 50% chance of a blessed +2 scimitar a 50% chance of a sack 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. Any of the following maps may be mirrored and/or flipped. First version Medusa's Island (1) Location Level 21–28 of theDungeons of Doom Bones No Mappable Yes Teleportable No Diggable floor Yes Diggable walls No }}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}.}}}}}..}}}}}......}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}....}}}...}}}}}}...}}.....}}}}}....}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}...............}}....}}}}}}}}}}....}}}..}}}}}}}}}}}.......}}}}}}}}}}}}}}}}..}}.....}}}...}}}....}}}}}}}}.....}}}}..}}}}}}.................}}}}}}}}}}}.}}}}.....}}...}}}....}}}}}}}}}}}}.}}}}.}}}}}}.-----------------.}}}}}}}}}}}}}}}}}.........}}....}}}}}}}}}}}}}}}}}}.}}}...|.......^.......S...}}}}}}}}}}}}}}}}}}}....}}}.....}.}}....}}}}}}}}}.}}....--------+--------....}}}}}}..}}}}}}}}}}}...}}}......}}}}..}}}}}}}}}}}}}........|.......|........}}}}}....}}}}}}}}}}}}}}}}.....}}}}}}}}}}}}}}}}}}}}........|.&gt;.....|........}}}}}...}}}}}}}}}.}}}}}}}.....}}}}}}}}}}}}}}}}}}}}....--------+--------....}}}}}}.}.}}}}}}}}}}}}}}}}......}}}}}}}}}}}}}}}}}}}}...S.......^.......|...}}}}}}}}}}}}}}}}}.}}}}}}}}....&lt;..}}}}}}}..}}}}}}}}}}}}.-----------------.}}}}}}}}}}}}}}}}}....}}}}}}}........}}.}}....}}}}}}}}}}}}.................}}}}}..}}}}}}}}}.......}}}}}}.......}}}}}}}......}}}}}}}}}}}}}}.......}}}}}}}}}.....}}}}}}...}}..}}}}}}}.....}}}}}}}}}}}.....}}}}}}}}}}}}}}}}}}}}}}.}}}}}}}..}}}}}}}}}}....}}}}}}}}}..}}}}}}}}}}}}}....}}}}}}}}}}}}}}}}}}}}}}...}}..}}}}}}}.}}.}}}}..}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}} Medusa is waiting on the down stairs with the statue of Perseus. There is a random snake in each of the top and bottom corridors of her hall, two water trolls in the water to the right of the level, three giant eels and three jellyfish in the water to the left of the level, and ten other random monsters. In addition to the two marked squeaky boards, there are five other random traps on the level. Second version Medusa's Island (2) Location Level 21–28 of theDungeons of Doom Bones No Mappable Yes Teleportable No Diggable floor Yes Diggable walls Not on leftmost/rightmost islands }}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}------}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}-------}}}}}}}}--------------}}|....|}}}}}}}}}..}.}}..}}}}}}}}}}}}}..}}}}}}|.....--}}}}}}}|............|}}|..0.|.}}}}}}}}}}}.}...}}..}}}}}}}}}}}}}}}}}|--......}}}}}.|............|}}S....|.}}}}}}---}}}}}}}}}}}}}}}}}}}}}}}}}}---...|..|}}}}}}.S..----------|}}|....|.}}}}}}|...}}}}}}}}}.}}...}.}}}}.}}}......----}}}}}}.|............|}}|....|.}}}}}}|....--}}}}}}}}}}}}}}}}}}}}}}----...-|}}}}}}}.|..--------+-|}}|....|.}}}}}}}......}}}}...}}}}}}.}}}}}}}}}}}---..|--}}}}}.|..|``S...|..|}}|..&lt;.|.}}}}}}-....|}}}}}}}------}}}}}}}}}}}}}}|...|0|}}}}}.|..|``|...|..|}}|....|.}}}}}}}}}---}}}}}}}........}}}}}}}}}}---.|....}}}}}.|..|``|.&gt;.|..|}}|....|.}}}}}}}}}}}}}}}}}}|....|...|}}}}}}}}--...|---.}}}}}.|..|``|...|..|}}|.^..|.}}}}}}..}}}}}}}}}}---..--------}}}}}|..---}}}}}}}}}.|..|..-------|}}|...}|...}}}.}}}}}}...}}}}}|-..........}}}}..--}}}}}}}}}}}.|..|.........|}}|...}S...}}.}}}}}}}}}}}}}}}|..--------}}}}}}}}}}}}}}...}}}.|..--------..S}}|...}|...}}}}}}}..}}}}}}----..|....|}}}}}}}}}}}}}}}}}..}}}.|............|}}|....|}}}}}....}}}}..}}.|.......----}}......}}}}}}.......}}|............|}}------}}}}}}}}}}}}}}}}}}---------}}}}}}}}}}}}}}}}}}}}}}}}}}--------------}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}} Medusa is waiting on the down stairs with the statue of Perseus. There are a titan and a gremlin in the entrance hall, six electric eels and three jellyfish in the water to the left of the level, four stone golems and two cobras immediately outside Medusa's room, a random A and a yellow light in the back room of Medusa's hall, and thirteen more random monsters distributed fairly evenly across the level. In addition to the marked magic trap, there are four other random traps on the level. In contrast to the other versions, the probabilities of the shield and boots in Perseus' statue are 25% and 75%, respectively. There is also an additional random monster statue, and all eight are placed to the left of Medusa's room as marked. There are marked boulders in the entrance hall and on the right-hand island; the latter has a random wand beneath it. The walls of both the entrance hall and Medusa's hall are undiggable. The wand is possibly a reference to NetHack 2.3e and earlier versions of NetHack. These versions did not have the Castle; instead, they placed the wand of wishing in one of the upper mazes, in a dead-end square with a boulder on top of it. Third version Medusa's Island (3) Location Level 21–28 of theDungeons of Doom Bones No Mappable Yes Teleportable No Diggable floor Yes Diggable walls some }}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}.}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}.}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}#..#.}}}}}}}}}}}}}}}}}}}}..}}}}}}}}.}}}...}}}}}}}.}}}}}......}}}}}}}}}}}}}.......#.}}}}}}}}}}}..}}}}..#.}}}}}}...#...#..}}...#..}}..-----..}}}}}}}}...-----....}}}}}}}}}}.#..}}}}}...}}}}}.....#..}}}}}......#..|...|.#..}}}}}}.#.|...|...#.}}}}}}}.#......}}}}..#..}}.}}}.}}...}}}}}.#.....+.&gt;.|...}}}}}}}}..|.&gt;.|.}}.}}}}}.....}}}#.}}}}.....}}}}}}.#}}}}}}}}}}}}}..#.|...|.}}}}}}}}}}}.|...|.}}}}}}..#..}}}}}}}}}}}}}#.}}}}}}}}..}}}}}}}}}}}.....-----.}}}}}}}}}}}.--+--..}}}}}}...}}}}}}}}}}}}}}}}}}}#.}}}}}}}}}}}}}}}}.#.}........}}}}}}}}}}.......}}}}}}..}}}}}}}}}.}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}.}}}.}}.#.}}}}}}}}.#...#...}}}}#}}}}}}}}}}}....}}}}}}}}}}#}}}}}.#}}...}}}}}}}}}}}}}}...}}}}}}}}...#}}}}}}}..}}}}}}}}}}}.#...}}}}}}}}.#.}.#.....#....}}}}}}}}}}}}}.}}}}}}}}}}}}}}}}}}}}}....}}}}}}}...}}.}}}}}}}}}}............#..}}}}}.#.}}}}}}}}}}}}}}}}}}}}}}}}}}}..#..}}}}}}}}}}}}}}..}}}}}..------+--...#.}}}....}}}}}}}}}}}}}}}.}..}}}}}}}.#.....}}}}}}}}}}}..#.}}}}.#.|...|...|....}}}}}.}}}}}...}}}}}}}}.#.}...}..}}}}#.#.}}}}}}.}}}}}}}....}}...|.&gt;.+...|.}}}}}}}}}}}}}..#...}}}}}}}..}}}.....}}...}}}}}}}...}}}}}}}}}}}}}#.|...|...|}}}}}}}}}}}....#..}}}}}}}}}}..}}}.#..}}}.}}}}}}}}.#..}}}}}}}}}}}}}}---S-----}}}}}}}}}}}}}....}}}}}}}}}}}}}}}}}..}}}}}}}}}}}}}}}.}}}}}}}}}}}}}}}}}#.?#}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}} The up stairs are on the top-center island. The "stairs" marked above are the locations where the actual down stairs can be generated, with Medusa waiting on them; another will have the statue of Perseus, and the third will contain a fountain. Thirty hostile ravens populate the level, as well as two giant eels, two jellyfish, two wood nymphs, and two water nymphs. Two scrolls of blank paper are at the bottom of the southermost island as marked, as well as eight random items scattered around the level. Two rust traps, two squeaking boards, and one other trap are randomly placed. The rooms potentially containing Medusa have non-diggable walls, but the right half of the double room (excluding its left wall) is diggable, and trees may be chopped down. This level is "shortsighted", meaning monsters can only see you when you approach within a certain radius. Fourth version Medusa's Island (4) Location Level 21–28 of theDungeons of Doom Bones No Mappable Yes Teleportable No Diggable floor Yes Diggable walls No }}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}........}}}}}}}}}}}}}}}}}}}}}}}..}}}.....}}}}}}}}}}}----|}}}}}}}}}}}..----------#-.....}}}}}}}}}}}}}}}}..---...}}}}....#.}}}}}}}....|}}}}}}}}.....|...#......S}}}}....}}}}}}}...}}.....|}}.}}}}}}}......}}}}|......}}}}}}..D..+.&gt;.|..{...|}}}}}}}}}}}}.....}}}}|...|}}}}}}}}}}}.}}}}}}}}----.}}}}}}}......|...|......|}}}}}}}}}......}}}}}}|.......}}}}}}}}}}}}}..}}}}}...}}}}}}|-+--#|-+--....|#|-|}}}}}....}}}....}}}-----}}.....}}}}}}}......}}}}.}}}}}}}|...};|...|....|}}}|}}}}}}}..}}}}}}}}}}}}}}}}}}}}....}}}}}}}}....#.}}}}}}}}}|.&gt;.}(#.&gt;.+....#}}}}}}}..}}}}}}}}}}}}}}...}}}}}}}}}}}}}}}}}}}}}}....}}..}}}}|...}}|...|....|}}}|}....}}}}}}....}}}...}}}}}...}}}}}}}}}}}}}}}}}.....}}}}}--+--#|-+--....-#|-|....}}}}}}}}}}.#...}}}}....---}}}}}}}}}}}}}}}}}}}}}}}}}}......|...|......|}}}}}.}}}}}}}}}....}}}}}}}.....|}}}}}}}}}.}}}}}}}}}}}}}}}}}}....+.&gt;.|..{...|.}}}}}}}}}}}}}}}}}}}}}}}}}}.|..|}}}}}}}......}}}}...}}}}}}}}}}..|...#......|...}}}}}}}}}}..---}}}}}}}}}}--.-}}}}}....}}}}}}....}}}}}}}}}}}}}-----S----#|....}}}}}}}}}|...|}}}}}}}}}}}}...}}}}}}...}}}}}}..}}}}}}}}}}}}}}}..............#...}}}}}.|.......}}}}}}}}}}}}}}..}...}.}}}}....}}}}}}}}}}}}}}}....}}}}...}...}}}}}.......|.}}}}}}}}}}}}}}.......}}}}}}}}}...}}}}}}}}}}}}}}..}}}}}}}}}}.}}}}}}}}}}-..--.}}}}}}}}..}}}}}}..#...}}}..}}}}}}}}}}}}}}}}}}}...}}}}}}}}}}}}}}}}}}}}}}}...}}}}}}}....}}}}}}}.}}}..}}}...}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}.}}}}}}....}}}}}}}}}}}}}}}}}}}...}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}} The up stairs are always on the islands to the right, with Medusa dwelling in her "palace" on the left.[5] The down "stairs" marked above are the locations where the actual down stairs can be generated, with Medusa waiting on that square - another will have the statue of Perseus in its place. The marked yellow dragon is generated asleep, and may have up to two babies sleeping by her. She also nests on one to three yellow dragon eggs, which may hatch into awake and hostile babies by the time you reach them. Also inhabiting the level are various, mostly slithery monsters: two giant eels, two jellyfish, four adult and hatchling black nagas each, and 14 random snakes; this may include pythons as capable of drowning you as the eels. Eight random objects and seven random traps are randomly placed. The crystal ball next to the kraken is underwater. Note that depending on Medusa's position, you may be able to catch sight of her through the iron bars; take the appropriate precautions before nearing her complex. 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. Strategy The most difficult thing about reaching Medusa is crossing the water full of sea monsters. Levitation or water walking boots are the most common ways to cross the water. Using a wand of cold, a frost horn or the cone of cold spell to freeze a path across the water is another option, as is filling the water with boulders, or some means of jumping. If you are trying to reach the island with boulders, you can push them to the stairs of the previous level and throw items to make them roll down. Alternatively, you can read preferably uncursed scrolls of earth if not enough boulders are available. At least eight boulders are needed for the first and fourth versions, 16 for the second, and a variable number for the third depending on which island spawns the down stairs. Fewer boulders may suffice if you're willing to jump repeatedly into a one-space water gap until you surface on the right side. However, since each boulder has a 10% chance of sinking without leaving floor, no amount of boulders is guaranteed to be sufficient to leave a path. An amulet of magical breathing may also be used to traverse the level underwater, with all the effects that getting yourself wet entails. If crossing the water is not an option, you may also opt to dig a hole to the next level and then come back up by using the staircase. The stairs to the next level are in the same room as Medusa, so make sure that you are ready for her before going up the stairs! Origin Wikipedia has an article about: Medusa The fourth variant of Medusa's Island draws in particular from some aspects of Medusa's tale in Greek folklore: After her decapitation, her spilled blood was said to have given birth to several creatures, including the Sahara's poisonous vipers and the venomous, twin-headed dragon-like serpent known as Amphisbaena. These are each represented by the abundance of snakes and black nagas, as well as the yellow dragon - black nagas, yellow dragons and their offspring are acidic and thus resistant to stoning. Similarly, the crystal ball may be an allusion to the Graeae, daughters of the sea-deities Phorcys and Ceto and sisters to the Gorgons. Perseus stole their sole shared eye in order to ransom it for information on the whereabouts of either Medusa herself or the three objects needed to slay her. History Medusa's lair first appears in NetHack 3.1.0. Before that version, she appeared in an ordinary room-type level. The previous series, NetHack 3.0.0, adds a number of statues to her room, but this is an ambiguous clue; it seems likely that many an adventurer met an untimely end from not knowing they would soon see Medusa. The use of telepathy or a potion of monster detection is advisable. Nethack 3.6.0 adds two new possible layouts for the island. Variants UnNethack As with other special levels in UnNethack, the four layout variations may be flipped horizontally, vertically, or both. SlashTHEM In SlashTHEM, there are far more sea monsters in the level (and other water levels). A few of these are new sea monsters with stealing and lycanthropy attacks. You should be prepared with ranged attacks and either telepathy or warning. References ↑ dat/medusa.des in NetHack 3.6.6, line 56 ↑ dat/medusa.des in NetHack 3.6.6, line 155 ↑ dat/medusa.des in NetHack 3.6.6, line 273 ↑ dat/medusa.des in NetHack 3.6.6, line 373 ↑ dat/medusa.des in NetHack 3.6.6, line 320
# Category:Help Category:Help contains help pages that describe how to use MediaWiki. Only pages in "Help:" namespace should be in this category. Note that all pages in the Help: namespace are released into the public domain so that they can be easily imported into any MediaWiki instance regardless of the specific wiki's own license. See Project:PD Help if you want to help us. All English-language public-domain help pages should be categorized into Category:Help (using [[Category:Help]]), for documentation of the MediaWiki core interface, or Category:Extension help (using [[Category:Extension help]]) for extension documentation. Additional categories for further sorting is also helpful. This is needed because of later half-automated creation of the PD Help package from this category. The front page is Help:Contents Pages in category "Help" The following 42 pages are in this category, out of 42 total. A Help:Assigning permissionsB Help:Blocking users Help:BotsC Help:CategoriesE Help:Editing pages Help:External searchesF Help:FormattingI Help:ImagesL Help:Links Help:Links/exampleM Help:Magic words Help:Managing files Help:Moving a pageN Help:Namespaces Help:Navigation Help:New images Help:New pagesP Help:Patrolled edits Help:Preferences Help:Protected pages Help:Protecting and unprotecting pagesR Help:Random page Help:Range blocks Help:Recent changes Help:RedirectsS Help:Searching Help:Signatures Help:Skins Help:Special pages Help:Starting a new page Help:Subpages Help:Subpages/subpage Help:Subpages/subpage/sub-subpage Help:Sysop deleting and undeleting Help:Sysops and permissionsT Help:Tables Help:Talk pages Help:Templates Help:Tracking changes Help:TransclusionU Help:User pageW Help:Watchlist
# Related changes Enter a page name to see changes on pages linked to or from that page. (To see members of a category, enter Category:Name of category). Changes to pages on your Watchlist are in bold. Recent changes options Show last 50 | 100 | 250 | 500 changes in last 1 | 3 | 7 | 14 | 30 daysHide registered users | Hide anonymous users | Hide my edits | Show bots | Hide minor editsShow new changes starting from 17:56, 24 July 2023 Namespace: all (Main) Talk User User talk NetHackWiki NetHackWiki talk File File talk MediaWiki MediaWiki talk Template Template talk Help Help talk Category Category talk Source Source talk Forum Forum talk Video Video talk User blog User blog talk Blog Blog talk Module Module talk &nbsp;Invert selection &nbsp;Associated namespaceTag filter:Page name: Show changes to pages linked to the given page instead List of abbreviations: N This edit created a new page (also see list of new pages) m This is a minor edit b This edit was performed by a bot (±123) The page size changed by this number of bytes 20 July 2023 &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;13:29&nbsp; Inediate‎ (diff | hist) . . (-41)‎ . . Darth l33t (talk | contribs) (Undo revision 152507 by Coz (talk) those are "g" and already covered) (Tag: Undo) 19 July 2023 &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;16:47&nbsp; Inediate‎ (diff | hist) . . (+41)‎ . . Coz (talk | contribs) (Added gargoyles and wingeds as inediate)
# User:Chris/dNetHack/The Sigil of Cthugha Contents 1 Strokes to draw 2 Maximum reinforcement 3 Effects 4 How to learn Strokes to draw 1 Maximum reinforcement None Effects The player is immune to fire while standing on this ward. How to learn This ward may be learned from the Necronomicon.
# Darkness given hunger P darkness given hunger Difficulty 20 Attacks Bite 3d8 corrosion, Engulf 3d8 digestion, Passive 0d0 corrosion P darkness given hunger Difficulty 20 Attacks Bite 3d8 corrosion, Engulf 3d8 digestion, Passive 0d0 corrosion Base level 15 Base experience 436 Speed 18 Base AC −10 Base MR 88 Alignment −10 (chaotic) Frequency (by normal means) 1 (Very rare) Genocidable Yes Weight 2700 Nutritional value 750 Size large Resistances cold, shock, poison, acid, petrification Resistances conveyed fire, cold, shock, poison, acid A darkness given hunger: can flow under doors. can survive underwater. does not breathe. has no eyes. has no hands. has no limbs. has no head. is mindless. is acidic to eat. is carnivorous. is herbivorous. is omnivorous. is neither male nor female. is normally generated hostile. appears only in Gehennom. may turn against you when tame. cannot be tamed. Darkness given hunger are monsters in dNetHack. They are invisible and mindless, making them somewhat difficult to attack. Their 18 speed and digestion attack make instant death from digestion a possible threat.
# Related changes Enter a page name to see changes on pages linked to or from that page. (To see members of a category, enter Category:Name of category). Changes to pages on your Watchlist are in bold. Recent changes options Show last 50 | 100 | 250 | 500 changes in last 1 | 3 | 7 | 14 | 30 daysHide registered users | Hide anonymous users | Hide my edits | Show bots | Hide minor editsShow new changes starting from 17:59, 24 July 2023 Namespace: all (Main) Talk User User talk NetHackWiki NetHackWiki talk File File talk MediaWiki MediaWiki talk Template Template talk Help Help talk Category Category talk Source Source talk Forum Forum talk Video Video talk User blog User blog talk Blog Blog talk Module Module talk &nbsp;Invert selection &nbsp;Associated namespaceTag filter:Page name: Show changes to pages linked to the given page instead List of abbreviations: N This edit created a new page (also see list of new pages) m This is a minor edit b This edit was performed by a bot (±123) The page size changed by this number of bytes 23 July 2023 &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;10:06&nbsp; Metallivore‎ (diff | hist) . . (+239)‎ . . Umbire the Phantom (talk | contribs) (not a stub, re-org, word choice, etc.) &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;08:18&nbsp; Black market (SLASH'EM)‎‎ (4 changes | history) . . (-135)‎ . . [Umbire the Phantom‎; Ion frigate‎ (3×)] &nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 08:18 (cur | prev) . . (-140)‎ . . Umbire the Phantom (talk | contribs) (improve level description) &nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 07:03 (cur | prev) . . (+5)‎ . . Ion frigate (talk | contribs) (really use show preview to fix link) &nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 07:03 (cur | prev) . . (+1)‎ . . Ion frigate (talk | contribs) (really fix link) &nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 07:02 (cur | prev) . . (-1)‎ . . Ion frigate (talk | contribs) (fix link) 21 July 2023 &nbsp;m&nbsp;&nbsp;&nbsp;17:58&nbsp; Elbereth‎ (diff | hist) . . (-3)‎ . . Silverwing235 (talk | contribs) (→‎History: typo/grammar, punctuation)
# 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 18:01, 24 July 2023 Namespace: all (Main) Talk User User talk NetHackWiki NetHackWiki talk File File talk MediaWiki MediaWiki talk Template Template talk Help Help talk Category Category talk Source Source talk Forum Forum talk Video Video talk User blog User blog talk Blog Blog talk Module Module talk &nbsp;Invert selection &nbsp;Associated namespaceTag filter:Page name: Show changes to pages linked to the given page instead List of abbreviations: N This edit created a new page (also see list of new pages) m This is a minor edit b This edit was performed by a bot (±123) The page size changed by this number of bytes 22 July 2023 &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;20:27&nbsp; Rogue‎‎ (2 changes | history) . . (-21)‎ . . [Umbire the Phantom‎; Coz‎] &nbsp;m&nbsp;&nbsp;&nbsp; 20:27 (cur | prev) . . (-29)‎ . . Umbire the Phantom (talk | contribs) (we have *enough* Grays links. Stormbringer is fine, but honestly needs to be mentioned way earlier in this strategy section) &nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 14:16 (cur | prev) . . (+8)‎ . . Coz (talk | contribs) (Added more links to Grayswandir and Stormbringer) 20 July 2023 &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;10:30&nbsp; Rogue‎ (diff | hist) . . (+4)‎ . . Coz (talk | contribs) (Added link to the Master Key of Thievery)
# Talk:Wizard's Tower Covetous liches attack Rodney? So... do all ones that happen to get randomly generated on the top level of the tower immediately go to attack him? I'm pretty sure I haven't seen that happen. 99.165.195.116 11:48, 18 April 2012 (UTC) They normally do, but they won't attack the sleeping wizard, it seems. They definitely do attack him once he's awake, though. -Ion frigate 12:10, 18 April 2012 (UTC) Purple liches do attack the sleeping wizard, but they will not seek him out. My last (and only) pacifist game on devnull ended this way. I had a horde of pet gremlins which blocked the spots near me. So my high-level pet arch-lich got whistled into Rodney's enclosure, where it promptly attacked him. --Tjr (talk) 01:38, 7 May 2014 (UTC) Wizard's_Tower#Bottom_level - how can I enter this portal? "it is impossible to reach one area from the other" "You arrive in (and leave) the Tower at the magic portal marked in the lower right. " - this portal is inside tower, how I am supposed to reach it? Bulwersator (talk) 19:05, 26 January 2013 (UTC) The Tower proper is reached by a magic portal in one of the Fake Wizard's Towers. You need to go lower and look for the fake wizard towers. They're surrounded by water and are in the center of the map, so it's easy to spot them. -- Qazmlpok (talk) 20:25, 26 January 2013 (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 17:29, 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 20 July 2023 &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;13:29&nbsp; Inediate‎ (diff | hist) . . (-41)‎ . . Darth l33t (talk | contribs) (Undo revision 152507 by Coz (talk) those are "g" and already covered) (Tag: Undo) 19 July 2023 &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;16:47&nbsp; Inediate‎ (diff | hist) . . (+41)‎ . . Coz (talk | contribs) (Added gargoyles and wingeds as inediate)
# Category:Special rooms This category contains articles about the types of special room that can be found on ordinary dungeon levels. Pages in category "Special rooms" The following 19 pages are in this category, out of 19 total. &nbsp; Map inclusion (dNethack) Special roomA AntholeB Barracks BeehiveC Cockatrice nestD Dilapidated armoryG GraveyardL Leprechaun hallR Random vault (UnNetHack)S Shop Special room (SLASH'EM) SwampT Temple Themed room Themed room/ko Throne roomV VaultZ Zoo
# 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 18:09, 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;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;&nbsp;&nbsp;&nbsp;&nbsp;08:36&nbsp; EvilHack‎ (diff | hist) . . (-82)‎ . . Umbire the Phantom (talk | contribs) (pass for word choice and rephrasing) 21 July 2023 &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;14:30&nbsp; EvilHack‎‎ (3 changes | history) . . (+1,487)‎ . . [K2‎ (3×)] &nbsp;m&nbsp;&nbsp;&nbsp; 14:30 (cur | prev) . . (+17)‎ . . K2 (talk | contribs) (→‎Major changes: convicts and thievery) &nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 14:17 (cur | prev) . . (+1,444)‎ . . K2 (talk | contribs) (→‎Game mechanics: open air) &nbsp;m&nbsp;&nbsp;&nbsp; 13:42 (cur | prev) . . (+26)‎ . . K2 (talk | contribs) (→‎Game mechanics: move artifact twoweaponing behavior under 'twoweaponing' section) 18 July 2023 &nbsp;m&nbsp;&nbsp;&nbsp;04:53&nbsp; EvilHack‎ (diff | hist) . . (0)‎ . . K2 (talk | contribs) (build date)
# Related changes Enter a page name to see changes on pages linked to or from that page. (To see members of a category, enter Category:Name of category). Changes to pages on your Watchlist are in bold. Recent changes options Show last 50 | 100 | 250 | 500 changes in last 1 | 3 | 7 | 14 | 30 daysHide registered users | Hide anonymous users | Hide my edits | Show bots | Hide minor editsShow new changes starting from 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 18 July 2023 &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;19:00&nbsp; User talk:Lysdexia‎ (diff | hist) . . (+2,359)‎ . . Cssdixieland (talk | contribs) (A few points regarding language style and 'corrections')
# Bilious Patch Database Located at http://bilious.alt.org, this site provides a convenient central repository for NetHack patches. Users can upload, download, discuss, and vote on patches through the site after passing a CAPNTHLA test. As of 17 September 2022, Bilious appears to be out of service, returning only a blank page Staff Bilious is currently run by paxed. External Links http://bilious.alt.org Last revision stored in the Wayback Machine Source code This page is a stub. Should you wish to do so, you can contribute by expanding this page.
# File:Colorful spellbook.png File File history File usageNo higher resolution available. Colorful_spellbook.png ‎(16 × 16 pixels, file size: 379 bytes, MIME type: image/png) Summary Colorful spellbook from UnNetHack. Licensing: The NetHack General Public License applies to screenshots, source code and other content from NetHack. This content was modified from the original NetHack source code distribution (by splitting up NetHack content between wiki pages, and possibly further editing). See the page history for a list of who changed it, and on what dates. File history Click on a date/time to view the file as it appeared at that time. Date/TimeThumbnailDimensionsUserComment current23:21, 4 August 200916 × 16 (379 bytes)Ray Chason (talk | contribs)Colorful spellbook from UnNetHack. {{NGPL}} You cannot overwrite this file. File usage The following page uses this file: List of UnNetHack tiles
# User:Chris/dNetHack/Hexagram Contents 1 Strokes to draw 2 Warded monsters 3 Maximum reinforcement 4 Secondary effects 5 How to learn Strokes to draw 12 Warded monsters Demons and Holy monsters, including golems: i, A, K, Q, ', &amp;, hellhounds. Maximum reinforcement Up to 7-fold. Secondary effects None. How to learn Found in 6th and 7th level spellbooks. Knowledge of the Hexagram may be gifted by your god as a result of praying on an altar.
# Container A container is one of the following items: large box chest ice box sack oilskin sack bag of holding Each can store an unlimited number of items (objects or money), but may become too heavy to lift as a consequence. For a container that's in your inventory, you can access its contents with the apply command. If the container is on the ground, you can do the same by using the #loot command. Even though the bag of tricks is defined with the `CONTAINER` macro in objects.c (and an unidentified one appears as a "bag", like three other containers), it cannot actually store items in vanilla NetHack. A statue can also function as a container; this causes messages like, "The statue of the Foo is empty."[1] The contents correspond to the inventory of that monster before it was stoned. Some statues are generated with spellbooks inside. The floor and ice are also technically containers, and can store buried items (e.g. under a randomly generated headstone). These items can be accessed by digging a pit. Contents 1 General properties 2 Containers within containers 3 Generation 4 Unlocking 4.1 Messages 5 Breakable items 6 History 7 Variants 7.1 Iron safe 7.2 Magic chest 7.3 FIQHack 8 References General properties As long as a container is not destroyed or polymorphed, all its contents stay unchanged, protected from any magical or physical influence, with four exceptions: Aging: Only an ice box preserves eggs and corpses from (further) aging; in other containers they rot as usual. Furthermore, troll corpses in containers can still resurrect, unless the container is locked. Wetting: If you get into or under the water without wearing an oilskin cloak, only a non-cursed oilskin sack, a chest, an ice box, or a large box completely protects its contents from the water damage. Breaking: If a container is kicked, thrown, or dropped from height, fragile objects in it may break. A bag of holding is a magical container, and will protect its fragile contents from damage. Vanishing: When opening a cursed bag of holding, each item inside has a chance of vanishing. In particular, containers completely protect their contents from fire, cold, shock, cancellation, being stolen or picked up by monsters, being identified, and changing their BUC. There is no monster in the game that can access containers' contents (but see below for gelatinous cubes). When you carry a container, its contents do not take up slots (letters) in your inventory. Therefore, you can normally carry only 52 object stacks in your main inventory, but with a container, you can carry an unlimited number of objects. If a container is trapped, opening it manually will trigger the trap. The unique items cannot be placed into containers. A cheap plastic imitation of the Amulet of Yendor can, however; this is commonly used to distinguish the real Amulet from fake ones. All of the containers except ice boxes can be eaten by gelatinous cubes; the contents will be engulfed. but unharmed, and can be found on the cube's corpse once killed. If you are polymorphed into a gelatinous cube, you can eat these containers only if they are empty. When a container is polymorphed (even to another container, or even to the same container), all of its contents are destroyed. 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. Monsters now pick up containers and can loot containers other than a cursed bag of holding. As of yet, monsters cannot open locked containers. Containers within containers Generally, containers may contain other containers. However, there are exceptions. Large boxes, ice boxes, and chests are too big to fit into any other container. If you put a bag of holding, charged bag of tricks, or charged wand of cancellation into a bag of holding, the bag will explode, destroying all its contents including the item that caused the explosion. Attempting to place a container into itself yields the message "That would be an interesting topological exercise." Generation Containers created via normal generation (i.e. outside of bones files or trap "bones") are uncursed, with the contents as described below: Containers will not be generated containing tools, weapons, armor, or rocks. Containers in your starting inventory will be empty. If the container can be locked, then there is an 80% chance that it will be generated locked and, independently, a 10% chance that it will be trapped. Container Contents Lockable Probability sack 0–1 items No 3.5% large box 0–3 items Yes 4.0% chest 0–5 items Yes 3.5% ice box 0–20 corpses No 0.5% bag of holding 0–1 items No 2.0% bag of tricks 1–20 charges No 2.0% oilskin sack 0–1 items No 0.5% Tools can be generated in the main dungeon (8% of all objects) and Gehennom (12% of all objects). Each tool has the given probability of being a container. Large boxes and chests with contents may generate within some rooms in an ordinary room-and-corridor level.[2] Large boxes are twice as common as chests. A comment in the source cites a 40% chance of at least one container (with a low probability of extra ones); the actual chance is slightly lower and depends on the number of rooms and presence of a special room; a good estimate is 34% without a special room and 30% with one. Quantum mechanics may carry a large box containing a housecat named Schroedinger's Cat. Items generated in a container (other than an ice box) will each be one of the following types: Type Probability gem or stone 18% comestible 15% potion 18% scroll 18% spellbook 12% gold 7% wand 6% ring 5% amulet 1% Weapons, armor, and tools (including other containers) will never be generated in a container. Gold generated in containers will be 2.5 times the usual amount. Gemstones, glass, luckstones, and loadstones can all be generated, but flint stones, touchstones, and rocks cannot. A wand of cancellation will never be generated in a bag of holding. Unlocking To unlock a locked container, you can: Apply an unlocking tool to it. Zap a wand of opening at it. Kick it. Because this often destroys fragile items inside, it's not the best method. Cast the knock spell at it Force the lock with your currently-wielded weapon. Using a blunt weapon (such as a war hammer, staff, or mace) exercises strength but risks destroying the container or its contents. Using a sharp weapon (such as a dagger, sword, or axe) exercises dexterity but risks destroying the weapon. Artifact weapons are much less likely to break. Cursed weapons will never break, preventing locks from being used to get rid of them. Usually, you will find enough disposable uncursed orcish daggers to force with until you get an unlocking tool. If no other options are available, you could use a junk&nbsp;artifact such as Sting, but chest contents in the early game aren't usually worth risking a good weapon or creating Sting. Messages You succeed in unlocking the <container>. You successfully applied an unlocking tool. Klick! You unlocked it magically, with either the spell of knock or a wand of opening. THUD! You kicked it and didn't open it. THUD! The lid slams open, then falls shut. It wasn't locked, and you kicked it open. You break open the lock! It was locked, and you kicked the lid open. You hear a muffled shatter. You kicked it, and at least one breakable item inside was destroyed. You hear a muffled cracking. You kicked it, and at least one egg inside was destroyed. Breakable items If a container is kicked, thrown, or dropped from a height, contents which are fragile (such as potions, mirrors, and eggs) may be destroyed. When glass objects in a bag, large box, or chest break, you hear a muffled shatter. An egg gives a muffled cracking when it breaks. You will lose that object and will not know what it was. If a mirror in a box is destroyed through your actions, you will still incur a Luck penalty. However, mirrors and other tools are never randomly generated inside boxes. History Prior to NetHack 3.2.0, a popular technique for identifying worthless glass was called "kickboxing". One would gather a large pile of gems, name all of them "fake red" or whatever color, dump them in a box, and then repeatedly kick the box until no more muffled shatters were heard. One would then retrieve the remaining gems and un-name them. In this way, glass of all colors could be identified. Starting with NetHack 3.2.0, worthless glass no longer breaks, so kickboxing no longer works. Variants Iron safe This is a container added to SporkHack (and later to UnNetHack and then EvilHack). It is possible to open it using a wand of opening, knock spell, or stethoscope. The only way to lock an iron safe after it's been opened is to use either a wand of locking or the wizard lock spell on it. Magic chest In DynaHack, magic chests are dungeon features (not items) that are generated at fixed places in the dungeon. They share their contents, so putting items in any magic chest makes them available for looting in all other magic chest locations.[3] (See below for FIQHack's magic chests.) In NetHack Fourk, magic chests have some items inside when you first open one, randomized but suited for your role. Also, you can create a magic chest in any location by reading a scroll of consecration while confused. In dNetHack, magic chests are items rather than dungeon features, and they have 10 slots for different compartments for those willing to categorize items. All of the compartments are shared similarly across all chests. As items, they can be wished for as long as you're not in the Planes. They're heavier than the normal theoretical max capacity, but with some of the items in dNetHack that increase it further, this can be worked around. Items in a magic chest do not add to the weight, allowing you to theoretically carry an infinite amount of items in them if you can comfortably carry a magic chest. However, you cannot open them from the inventory, so they can't make a normal bag of holding fully obsolete. FIQHack FIQHack has magic chests, similar to DynaHack or Nethack Fourk. They are objects but they behave like dungeon features - they can't be picked up, teleported, polymorphed, etc. You can create a magic chest by wishing for one. Minetown, Sokoban, the Castle, Orcus-town, and the quest home all have magic chests. Also note that monsters in FIQHack can use containers - they can carry items in bags and loot items from containers on the floor. The Castle chest is special-cased to prevent monsters from stealing the guaranteed wand of wishing. References ↑ end.c in NetHack 3.4.3, line 948 ↑ src/mklev.c in NetHack 3.6.1, line 839 ↑ https://github.com/tung/DynaHack/commit/b97d99ed27123fa0717ef8368b4f0d49d815c2c8 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. </container>
# User:Tungtn/Suggestion: Set up NetHack git push announcements to nethack-dev via GitHub February 19, 2016 Subject: Suggestion: Set up NetHack git push annoucements to #nethack-dev via GitHub To: Devteam <[email protected]> Hello NetHack DevTeam! May I suggest setting a bot to announce NetHack git repo pushes to the #nethack-dev IRC channel on freenode.net, now that it's on GitHub? It's really easy to set up and would give people there something to talk about. How to set it up: Visit https://github.com/NetHack/NetHack Click on 'Settings'. Click on 'Webhooks &amp; Services'. Click the 'Add Service' and type in/select 'IRC'. Go through the login/password prompt to continue. Put in the following details: Server: chat.freenode.net Room: #nethack-dev Branches: NetHack-3.6.0 Active: Checked Everything else is optional. 7. Click 'Update service'. If you do this, GitHub will automatically announce pushes and commits to the #nethack-dev IRC channel. </[email protected]>
# Fire and frost horn ( Name fire horn Appearance horn Base price 50 zm Weight 18 Material bone Monster use May be used offensively by monsters. ( Name frost horn Appearance horn Base price 50 zm Weight 18 Material bone Monster use May be used offensively by monsters. The fire horn and frost horn are rare musical instruments that can deal elemental damage. Contents 1 Generation 2 Effects 3 Identification 4 Strategy 5 FIQHack 6 References Generation Fire and frost horns start with 4 to 8 charges. Effects Applying a fire or frost horn with charges left will prompt you to improvise; if you answer yes, the game will ask the player for a direction, and the horn will emit a ray of fire or cold respectively. This will auto-identify the horn. For each application of the horn, a number X is chosen between 6 and 11 inclusive.[1] Each monster hit with the ray will then be dealt Xd6 damage, unless it resists the respective element. (Contrast this with the respective wands, for which the X always equals 6.) Frost horns also deal Xd3 additional damage to monsters resistant to fire but not to cold, and fire horns deal 7 extra damage to monsters resistant to cold but not to fire. An uncharged fire or frost horn behaves the same as a tooled horn; answering no to the "Improvise?" prompt also lets you play the horn as a musical instrument without using up any charges. The horn can be recharged an unlimited number of times, but can only hold up to 20 charges at once. Each recharge adds 1d4 charges, or 2d4 if the scroll is blessed. Identification Apply an unidentified horn as soon as you find it. If it produces an item, it's a horn of plenty and it will be auto-identified as such. Otherwise, you can choose not to improvise to conserve a charge. Tooled horns can be eliminated by price identification (they cost only 15 zm); a horn that costs 50 zm and doesn't produce food must be either fire or frost. There's no way to tell the two apart without direct identification or spending a charge. Strategy Fire and frost horns are offensively superior to their wand counterparts, dealing about 40% more damage on average. They are also not destroyed by shock attacks. Fire horns cannot be used to engrave Elbereth, however. Even after spending all the charges the horn is useful, as it becomes able to scare monsters. Recharging them is generally unwise, as by the time you have ample access to charging, you should also have collected more elemental wands than you could ever use, allowing you to save your charging scrolls for more important purposes. A player that gets the PYEC and an elemental horn early may be an exception to this advice, though. As with all rays, be careful not to aim the horn in the wrong direction and cause a potentially deadly rebound, whether you are identifying it or using it against monsters; this also makes it somewhat difficult to use them in tight corridors. FIQHack In FIQHack fire and frost horns deal (experience level * d6) damage. This generally makes these horns less dangerous in the early game. References ↑ src/music.c in NetHack 3.6.6, line 600
# User talk:62.4.97.97 Welcome! Welcome! Hi, welcome to NetHackWiki! Thanks for your edit to the NetHackWiki:Ask an expert page. Please sign in and create a user name! It's an easy way to keep track of your contributions and helps you communicate with the rest of the community. The How to help and Style guide pages are excellent starting points. Recent changes is a great first stop, because you can see what other people are editing right this minute, and where you can help. Questions? Need help? Please leave a message on my talk page if I can help with anything! I'm really happy to have you here, and look forward to working with you! -- ZeroOne (Talk) 03:19, 8 July 2009 This is the discussion page for an anonymous user who has not created an account yet or who does not use it. We therefore have to use the numerical IP address to identify him/her. Such an IP address can be shared by several users. If you are an anonymous user and feel that irrelevant comments have been directed at you, please create an account or log in to avoid future confusion with other anonymous users. [WHOIS • RDNS • RBLs • Traceroute • TOR check] · [RIRs: America · Europe · Africa · Asia-Pacific · Latin America/Caribbean]
# Defunct features Over the years, NetHack has added many features, but also removed some. These defunct features are listed below. Contents 1 List of defunct monsters 2 List of defunct objects 3 Other defunct features 4 Variants 4.1 SLASH'EM 4.2 SpliceHack 4.3 SLASHTHEM 5 See also List of defunct monsters Monster First Version Last Version Notes the Three Stooges NetHack 2.3e 2.3e the mad scientist NetHack 3.0.0 3.0.6 osquip NetHack 3.0.0 3.0.6 unarmored soldier NetHack 3.0.0 3.1.3 From 3.1.0, occurs only if MUSE is turned off (which is not the default) unarmored watchman NetHack 3.1.0 3.1.3 Occurs only if MUSE is turned off (which is not the default) Earendil NetHack 3.1.0 3.2.3 Male Elf Quest leader Elwing NetHack 3.1.0 3.2.3 Female Elf Quest leader High-elf NetHack 3.1.0 3.2.3 Elf Quest friendly the Goblin King NetHack 3.1.0 3.2.3 Elf Quest nemesis the Wizard of Balance NetHack 3.1.0 3.3.1 Wizard Quest leader; replaced by Neferet the Green List of defunct objects Item First Version Last Version Notes agate stone Hack 1.0 2.3e reappears in NetHack 3.3.0 pair of gloves Hack 1.0 2.3e mostly equivalent to the leather gloves scroll of damage weapon Hack 1.0 2.3e similar to modern cursed scroll of enchant weapon shield Hack 1.0 2.3e AC is 1, rustable; superseded by small shield tourmaline and onyx Hack 1.0 2.3e Black onyx exists in later versions dead lizard Hack 1.0 3.0.5 superseded by lizard corpse elfin chain mail NetHack 1.3d 2.3e mostly equivalent to the elven mithril-coat slice of pizza NetHack 1.3d 2.3e superseded by nameable fruit; appears in 3.0.1 through 3.1.3 if TUTTI_FRUTTI is disabled spellbook of genocide NetHack 1.3d 3.0.10 badge NetHack 2.3e 2.3e Thunderfist NetHack 3.0.0 3.0.2 superseded by Mjollnir Shaped keys NetHack 3.0.0 3.0.10 The Palantir of Westernesse NetHack 3.1.0 3.2.3 Elf Quest artifact Other defunct features Item First Version Last Version Notes Hell Hack 1.0.2 3.0.10 superseded by Gehennom Endgame NetHack 3.0.0 NetHack 3.0.10 superseded by the Elemental and Astral Planes Ninja role NetHack 1.3d 2.3e superseded by Rogue role Elf role NetHack 1.3d 3.2.3 superseded by Ranger role and Elf race Names for lighting store shopkeeper NetHack 3.1.0 3.1.3 superseded by Izchak This page is a stub. Should you wish to do so, you can contribute by expanding this page. A user has suggested improving this page or section as follows: "There may be many more defunct objects not listed here." Variants SLASH'EM Main article: Defunct features (SLASH'EM) Over its history as a variant of vanilla NetHack, SLASH'EM has gone through many features that were long since removed. SpliceHack Main article: Defunct features (SpliceHack) SpliceHack removed many features during the rewrite for version 1.0.0. SLASHTHEM Main article: Deferred and defunct features (SlashTHEM) SLASHTHEM removed many features between v.0.8.0 and 0.9.4. See also Deferred features: Features, for which the code is available but that have not been implemented yet. Game history 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:Emerald ring.png File File history File usageNo higher resolution available. Emerald_ring.png ‎(16 × 16 pixels, file size: 202 bytes, MIME type: image/png) A 16x16 vanilla NetHack tile of the object 'emerald ring'. File history Click on a date/time to view the file as it appeared at that time. Date/TimeThumbnailDimensionsUserComment current12:00, 1 August 200616 × 16 (202 bytes)BotFenix (talk | contribs)A 16x16 vanilla NetHack tile of the object 'emerald 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
# Moldier In SpliceHack, moldiers are humanoid fungi that can use weapons. There are four types of moldier: F brown moldier F yellow moldier F green moldier F red moldier Contents 1 Generation 2 Description 3 Strategy 4 History 5 References Generation Like other fungi in SpliceHack, moldiers can sometimes grow on corpses.[1] In theory it should be possible for a mold to grow up into a moldier of the same color.[2] Description Brown MoldierYellow MoldierGreen MoldierRed Moldier F brown moldier File:Brown moldier.png Difficulty 7 Attacks Weapon 1d4 physical, passive (level + 1)d6 cold F brown moldier File:Brown moldier.png Difficulty 7 Attacks Weapon 1d4 physical, passive (level + 1)d6 cold Base level 5 Base experience ? Speed 12 Base AC 8 Base MR 0 Alignment 0 (neutral) Frequency (by normal means) 1 (Very rare) Genocidable Yes Weight 1450 Nutritional value 200 Size Medium Resistances Cold, Sleep, Poison Resistances conveyed A brown moldier: does not breathe. has no eyes. has a head, a couple of arms, and a torso. does not eat. (*) is neither male nor female. is normally generated hostile. can follow you to other levels. Reference SpliceHack 1.1.0 monst.c L2300 F yellow moldier File:Yellow moldier.png Difficulty 7 Attacks Weapon 1d4 physical, passive (level + 1)d4 stunning F yellow moldier File:Yellow moldier.png Difficulty 7 Attacks Weapon 1d4 physical, passive (level + 1)d4 stunning Base level 5 Base experience ? Speed 12 Base AC 8 Base MR 0 Alignment 0 (neutral) Frequency (by normal means) 1 (Very rare) Genocidable Yes Weight 1450 Nutritional value 200 Size Medium Resistances Sleep, Poison Resistances conveyed A yellow moldier: does not breathe. has no eyes. has a head, a couple of arms, and a torso. does not eat. (*) is neither male nor female. is normally generated hostile. can follow you to other levels. Reference SpliceHack 1.1.0 monst.c L2308 F green moldier File:Green moldier.png Difficulty 7 Attacks Weapon 1d4 physical, passive (level + 1)d4 acid F green moldier File:Green moldier.png Difficulty 7 Attacks Weapon 1d4 physical, passive (level + 1)d4 acid Base level 5 Base experience ? Speed 12 Base AC 8 Base MR 0 Alignment 0 (neutral) Frequency (by normal means) 1 (Very rare) Genocidable Yes Weight 1450 Nutritional value 200 Size Medium Resistances Sleep, Acid, Petrification Resistances conveyed A green moldier: does not breathe. has no eyes. has a head, a couple of arms, and a torso. does not eat. (*) is neither male nor female. is normally generated hostile. can follow you to other levels. Reference SpliceHack 1.1.0 monst.c L2316 F red moldier File:Red moldier.png Difficulty 7 Attacks Weapon 1d4 physical, passive (level + 1)d4 fire F red moldier File:Red moldier.png Difficulty 7 Attacks Weapon 1d4 physical, passive (level + 1)d4 fire Base level 5 Base experience ? Speed 12 Base AC 8 Base MR 0 Alignment 0 (neutral) Frequency (by normal means) 1 (Very rare) Genocidable Yes Weight 1450 Nutritional value 200 Size Medium Resistances Sleep, Fire, Petrification Resistances conveyed A red moldier: does not breathe. has no eyes. has a head, a couple of arms, and a torso. does not eat. (*) is neither male nor female. is normally generated hostile. can follow you to other levels. can be seen through infravision. Reference SpliceHack 1.1.0 monst.c L2324 Strategy When killing a large number of monsters, such as in a throne room, you may want to stash all the loot to prevent a moldier from growing out of a corpse and using it. Much like regular molds, moldiers should be fought using ranged attacks if you don't have the required resistances to their passives. All moldiers resist sleep, so do not rely on drugged arrows or the sleep spell to slow them down. In SpliceHack, all fungi receive an extra d6 damage from copper.[3][4][5] Moldiers are probably the only fungi which necessitate such a damage bonus. Moldier corpses are heavy but provide very little nutrition. Unlike mold corpses, moldier corpses also provide no resistances. Therefore intentionally creating moldiers or carrying around their corpses is probably useless. History In SpliceHack 0.8.2, there were humanoid fungi called mold warriors. These were replaced with moldiers in version 1.0.0. References ↑ https://github.com/NullCGT/SpliceHack/blob/Spl-R-1.1.0/src/do.c#L2016 ↑ https://github.com/NullCGT/SpliceHack/blob/Spl-R-1.1.0/src/mondata.c#L1070 ↑ https://github.com/NullCGT/SpliceHack/blob/b3a1427a43fd6ecc6088129e72ac594a1d3e531f/src/mondata.c#L348 ↑ https://github.com/NullCGT/SpliceHack/blob/b3a1427a43fd6ecc6088129e72ac594a1d3e531f/src/mondata.c#L340 ↑ https://github.com/NullCGT/SpliceHack/blob/Spl-R-1.1.0/src/uhitm.c#L844
# Healer Wikipedia has an article about: Healer (video games) The Healer is one of the roles in NetHack. Healers can be humans or gnomes, and are always neutral. While the concept of a healer is ubiquitous, parts of the healer’s storyline, such as the quest, are based on Greek legends. The guidebook says of them: Healers are wise in medicine and apothecary. They know the herbs and simples that can restore vitality, ease pain, anesthetize, and neutralize poisons; and with their instruments, they can divine a being's state of health or sickness. Their medical practice earns them quite reasonable amounts of money, with which they enter the dungeon. Contents 1 Starting equipment 2 Intrinsics 3 Skills 4 Special rules 5 Quest 6 Rank titles 7 Strategy 7.1 Character creation 7.2 Early game 7.2.1 Objectives 7.2.2 Weapons 7.2.3 Spellcasting 7.2.4 Armor 7.3 Mid game 7.3.1 Objectives 7.3.2 Weapons 7.3.3 Spellcasting 7.4 Late game 7.4.1 Weapons 7.4.2 Spellcasting 8 Variants 8.1 SLASH'EM 8.2 xNetHack 8.3 FIQHack 9 Encyclopedia entry Starting equipment 1001 to 2000 gold pieces a +0 scalpel an uncursed +1 pair of leather gloves 5 to 10 uncursed apples a blessed spellbook of healing a blessed spellbook of extra healing a blessed spellbook of stone to flesh 4 × potion of healing 4 × potion of extra healing wand of sleep (4 to 8 charges) an uncursed stethoscope 4% chance of uncursed oil lamp Intrinsics Healers gain the following intrinsics at these experience levels: Level 1: Poison resistance Level 15: Warning Skills Healer skills Max Skills Basic Weapons: scimitar, saber, mace, polearms, spear, trident Combat: bare hands Skilled Weapons: dagger, short sword, club, sling, shuriken Expert Weapons: knife, quarterstaff, dart, unicorn horn Spells: healing Healers start with Basic skill in knife and healing spells. Special rules Healers get a +1 alignment record bonus for healing their pets. Healers take no damage and lose no attribute points when quaffing a potion of sickness, although this will still cure hallucination. Nurses won't damage Healers with their attacks. Healers have proficiency with stethoscopes. A Healer can more reliably apply a stethoscope to themselves while engulfed by a whirly monster. A Healer can apply a stethoscope to a statue to determine whether it contains items or is on a statue trap. Healers only gain a multishot bonus for being at Skilled level with knives; they still get the normal multishot bonus for being Expert. Gnomish Healers do not get a multishot bonus with crossbows. Quest Main article: Healer quest The Healer quest sees you fighting the Cyclops for The Staff of Aesculapius. Rank titles The status line shows you to be one of the following ranks when you reach the specified experience level: XL 1-2: Rhizotomist XL 3-5: Empiric XL 6-9: Embalmer XL 10-13: Dresser XL 14-17: Medicus ossium/Medica ossium XL 18-21: Herbalist XL 22-25: Magister/Magistra XL 26-29: Physician XL 30: Chirurgeon Strategy Character creation A common early-game goal for a Healer is to run the protection racket and reach Minetown while gaining as few experience levels as possible; a gnomish Healer's relatively peaceful Mines and infravision make this goal significantly easier to achieve. Conversely, a human Healer has a much harder Mines, but can reach the maximum strength bonus without wearing gauntlets of power, which impose a significant spellcasting penalty unless they also wear a robe. Early game Objectives Because healers start with a large quantity of zorkmids, they can buy protection from the Minetown temple priest, with the amount potentially increased by credit cloning beforehand. A skilled (or lucky) gnomish Healer can reach Minetown’s temple without landing a single blow. Healers are also best suited for the pacifist conduct. Although healers have excellent HP growth, their initially poor fighting skills make the very early game quite difficult for most players. However, due to their starting equipment, a Healer should not be completely afraid of combat; the stethoscope is a good way to read an enemy's HP and gauge whether to fight, flee, or simply fall back a bit. The starting money can also be used to buy solid weapons and armor if you are lucky enough to happen upon an early shop that sells them. One possible strategy (if not going for the protection racket or atheist conduct) is to fight until somewhat damaged after turn 100, then pray. You will then be healed with a boost to your max HP from your god. Another very early game strategy is to immediately quaff your potions of extra healing, which will boost your maximum by 2 (5 for blessed potions). Weapons Healers are restricted in most weapon skills. Your starting scalpel is equivalent to a rustproof, half-weight orcish dagger and is not a particularly good weapon. As your melee weapon, you could upgrade to a short sword, aklys, dagger, or elven dagger - all of which have better average damage versus small monsters. For ranged weapons, a Healer has four options: knives, darts, daggers, and the aklys. Knives are easily trained with your starting scalpel and can be advanced to Expert, making them the only ranged weapon that Healers can multishot 3 of. However, the base damage for a knife is low, and knives are unlikely to be generated in large quantities; monsters such as soldiers, barrow wights, Mordor orcs, and orc captains can all carry knives, but it could take awhile to put together a reasonable stack. Darts and daggers are far more plentiful: darts can be poisoned, and the skill can be advanced to Expert, but they have the same low base damage as knives and are breakable. Daggers are reusable and deal slightly more damage, but are heavier, cannot be poisoned, and are capped at Skilled level. The aklys tends to be the best option of the set - it is plentiful early in the Gnomish Mines due to the strength restrictions of the resident gnomes. It can be tethered and thrown as a re-usable weapon, and should train up quickly to Skilled since it can double as a melee weapon. An unusual technique for training your Healer's skills is to find a gas spore with sufficient HP, maneuver it into a corridor, and hit it with your unskilled weapon. Apply your starting stethoscope to see when its hit points are close to zero, then cast your healing spell at the gas spore before you resume attacking. Be very careful when training a skill this way - a gas spore's explosion frequently wipes out a low-level Healer. Spellcasting At experience level 3, Healers can reliably cast stone to flesh, which can convert boulders into huge chunks of meat. This alleviates the threat of starvation, allowing players to act slower and more cautiously. Eating a huge chunk of meat while not Satiated will generally result in being "oversatiated" - as this specific state is still displayed on the status line as "Satiated", it may be best to avoid eating anything until your nutrition returns to normal, lest you risk a death by choking (unless you are wearing an amulet of life saving or magical breathing). The spell can also be used to remove troublesome boulders from passageways. A pet is probably the Healer's best aid in developing their spellcasting skills: due to the role's low fighting skills, it may quickly surpass the player in terms of damage output. Regularly monitoring and healing a pet both trains the skill and ensures its survival against particularly troublesome foes. Stone to flesh can convert rocks into meatballs, which can be used to tame carnivorous domestic pets and serve as treats to train their apport. Armor Applying the starting stethoscope to a monster will reveal its armor class, which in turn will give some idea of whether it has any enchanted armor. For example, if a dwarf in the Gnomish Mines has AC 4 or less, it probably has either a dwarvish mithril-coat or at least one enchanted piece of armor. While early metallic armor can interfere with your casting success in a pinch, remember that you can always retreat to a relatively safer area to remove the armor and heal yourself or your pet(s). In addition, all but one of the emergency spells are in the healing school, and Healers are the only role to get a +3 bonus towards successful casting of emergency spells. Gauntlets of power may be especially worthwhile, since they provide such a huge boost to damage and survivability for an early Healer. Mid game Objectives The Healer quest has a large number of dragons - thus makes it a dangerous place to visit without reflection, particularly if there are any black dragons with disintegration breath. The abundance of water also makes crossing difficult if you have not obtained a reliable means to do so. For this reason, it may be best to get the Castle wand prior to attempting the Quest. That said, if you are capable of dispatching dragons, one of them may leave behind dragon scales which can be enchanted into dragon scale mail. The Healer's quest nemesis, the Cyclops, can be incredibly tough; it is unwise to melee him while he is wielding the Staff of Aesculapius, and the wand of lightning that generates on his starting square is dangerous as well. Fortunately, the Cyclops respects Elbereth and the scroll of scare monster and has low monster magic resistance, making him especially vulnerable to wands of death or wands of sleep (which Healers always start with) if they can hit through his AC. The following information pertains to an upcoming version (NetHack 3.7.0). If this version is now released, please verify that it is still accurate, then update the page to incorporate this information. The scroll of scare monster on the ground no longer scares any unique monster. Weapons Healers should consider switching to a unicorn horn, which can be trained to Expert skill, and, after the Quest, the Staff of Aesculapius. The Staff itself does double damage to monsters without drain resistance, and has additional life draining powers similar to Stormbringer (though without being bloodthirsty). Healers may also generally find it useful to conserve skill slots, e.g. by not advancing their unicorn horn skill to Expert and leaving the slot free for the Staff later. Spellcasting Long-term spellcasting for Healers is somewhat idiosyncratic. Although they have great natural spellcasting ability, they are restricted in all spell schools except healing, resulting in difficulty casting level 3 or higher spells. Level 2 spells such as magic missile can still be of significant use. Late game Weapons Some players prefer using a silver weapon within Gehennom - for those sticking with their quest artifact, a silver weapon in the hands of a suitable pet can compensate for the lower damage output, as most of Gehennom's residents are drain resistant, and the Staff's hungerless regeneration and other properties are valuable for survival. Other good non-silver weapons include Magicbane or a highly-enchanted crysknife. Spellcasting Because of their low base spellcasting penalty, Healers can wear metal boots and cast reliably, or wear a metal helm and cast with a failure rate of ~3%. When casting emergency spells, Healers can even wear gauntlets of power and still have 0% failure rates. Variants SLASH'EM In SLASH'EM, Healers have a guaranteed first sacrifice gift: Mirrorbright, an artifact shield of reflection that grants hallucination resistance. This makes it more difficult for Healers to obtain an artifact weapon through sacrifice. xNetHack In xNetHack, quarterstaves give Healers a bonus to spellcasting success rates like a robe, and a cursed staff doesn't prevent them from casting spells, making it safer to wield their quest artifact. Additionally, their d5/d7 scalpel is a better starting weapon. FIQHack In addition to similar staff bonuses as with xNetHack, healers in FIQHack have a health regeneration bonus of 0.33 HP per turn. Encyclopedia entry I swear by Apollo the physician, and Aesculapius, and Health, and All-heal, and all the gods and goddesses, that, according to my ability and judgment, I will keep this Oath and this stipulation -- to reckon him who taught me this Art equally dear to me as my parents, to share my substance with him, and relieve his necessities if required; to look upon his offspring in the same footing as my own brothers, and to teach them this art, if they shall wish to learn it, without fee or stipulation; and that by precept, lecture, and every other mode of instruction, I will impart a knowledge of the Art to my own sons, and those of my teachers, and to disciples bound by a stipulation and oath according to the law of medicine, but to none others. I will follow that system of regimen which, according to my ability and judgment, I consider for the benefit of my patients, and abstain from whatever is deleterious and mischievous. [...] [ Hippocrates' Oath, translated by Francis Adams ] PHYSICIAN, n. One upon whom we set our hopes when ill and our dogs when well. [ The Devil's Dictionary, by Ambrose Bierce ] 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.
# Cobra S cobra Difficulty 10 Attacks Bite 2d4 poison, Spit blinding venom S cobra Difficulty 10 Attacks Bite 2d4 poison, Spit blinding venom Base level 6 Base experience 90 Speed 18 Base AC 2 Base MR 0 Alignment 0 (neutral) Frequency (by normal means) 1 (Very rare) Genocidable Yes Weight 250 Nutritional value 100 Size Medium Resistances poison Resistances conveyed poison (40%) A cobra: can swim. can hide under items. cannot pick up items. has no limbs. is an animal. has a serpent body. can lay eggs. is poisonous to eat. is carnivorous. is normally generated hostile. Reference monst.c#line1783 Cobras, a type of snake, can traverse water and can hide beneath corpses and other objects the player might come across in the dungeon. While not the most dangerous serpent one might find, the blinding attack combined with poisonous bites can pose a serious problem if other creatures are around. Encyclopedia entry Darzee and his wife only cowered down in the nest without answering, for from the thick grass at the foot of the bush there came a low hiss -- a horrid cold sound that made Rikki-tikki jump back two clear feet. Then inch by inch out of the grass rose up the head and spread hood of Nag, the big black cobra, and he was five feet long from tongue to tail. When he had lifted one-third of himself clear of the ground, he stayed balancing to and fro exactly as a dandelion-tuft balances in the wind, and he looked at Rikki-tikki with the wicked snake's eyes that never change their expression, whatever the snake may be thinking of. 'Who is Nag?' said he. '_I_ am Nag. The great God Brahm put his mark upon all our people, when the first cobra spread his hood to keep the sun off Brahm as he slept. Look, and be afraid!' [ Rikki-tikki-tavi, by Rudyard Kipling ] 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.
# NetHackWiki:Ask an expert/Archive5 This page contains old sections from NetHackWiki:Ask an expert. If you want to carry on talking about these topics, post a new section on the current Ask an expert page. This page is intended to be a static archive. Contents 1 Adjusting NAO 2 Message History 3 SLASH'EM Compilation troubles: no executable generated 4 compiling errors please help 5 Nethack html/php interface? 6 general pacifist advice 7 Dagger skill for barbarians 8 How do you pacify an angery priest? 9 Unstacking? 10 SLASH'EM and modern Qt 11 Change Status Line in Windows 12 You are blasted by Magicbane's power! 13 What happened to Nethax&nbsp;? 14 What to do if I can not find a way out 15 Eating artifacts 16 Applying a patch 17 Taming Quest Nemeses 18 Valkyrie needs configuration file, badly! 19 How would one learn to make patches? 20 Question about naming 21 Wizard Starting with a 100% Failure Rate Spellbook? 22 Cursed starting equipment on Friday the 13th? 23 Fix a broken lock? 24 References Adjusting NAO I've been playing Nethack for a while and have recently started playing on NAO. I've messed around with it to get my desired options set, but my biggest issue is with the control scheme, where I have to use the number pad instead of the arrow keys. I figured that 'BIOS' or '!BIOS' would fix it, but it didn't work, and I'd prefer not to move around all of my keyboard buttons. Any advice? There is an option called something like "number_pad=". Choose off if you are comfortable with VI-mode movement keys or do not have a separate number pad. -Tjr 20:22, December 28, 2009 (UTC) Message History While watching other players on NAO, I've seen players pull up a message history that displays the previous dozen or so messages (such as dungeon sounds). How do I do this?— Preceding unsigned comment added by 66.135.144.108 (talk • contribs) Control-P. The unmodified game does not have this feature; it is one of many patches that NAO uses.--Ray Chason 10:46, January 1, 2010 (UTC) Look in Guidebook for options msg_window and msghistory. They set how old mesages are displayed when using Ctrl&nbsp;+ p. I am not sure if unmodified game cannot do that too. --Stevko sk 11:58, January 1, 2010 (UTC) SLASH'EM Compilation troubles: no executable generated i did everything in the compile directions and got a license file ONLY in binary OK so this is IMPOSSIBLE i keep getting so many random errors i am getting frustrated. heres a better option can someone pre-patch slashem so that underground rivers and jedi patch is installed and then upload a zip of the resulting playable tty windows exe to uploading.com or megaupload.com or something and then post the link? I would like to compile this myself but it seems to be impossible. I wanted to make 2 new classes but I guess it will not be impossible unless compiling at least will give me consistant errors that I can search for. OK null and void now!!!!!!!!! so win32api.h was NOT in the include or the src folder and THAT was the problem so anyone who has trouble with compiling and knows NOTHING about it (like me) might find this post and copy the win32api.h file FROM (your directory)/sys/winnt TO both (your directory)/src AND (your directory)/include and unless there are any other strange attacks against your compile you should get it ALSO MOST IMPORTANT IT PUTS THE COMPILE INTO a folder called slam32d lots of people are probably laughing and saying DUH repeatedly at this post but some people don't know this (like me) and keep checking their (your directory)/bin folder frowning and repeating the compile again and again. NOW I just have to try and find out where the spells are so I can change 2 of them (flame/ice sphere to shocking sphere/gas spore) and modify the flame and ice mages to be electric and air mages and Ill be good to go. so another question..... where are the files with the spells/spellbook types in them and also the character files for icemage and flamemage? http://sharebee.com/0d5b42e9 for now i will test it PLEASE DOES ANYONE KNOW? where are the files with the spells/spellbook types in them and also the character files for icemage and flamemage? compiling errors please help So I got a bunch of erroneous errors and so I thought hey... I'll recompile the original source to create the directory of slam32d with all the standard stuff in there (especially the dlls since mingw can't recreate them apparently) then I compiled from the altered and patched folder that I have been working on for about a month. Some things worked but others did not. I think I need to force recompile of the entire altered source. with the install.bat it says mingw-make -f makefile.gcc (among the other stuff it needs in there) what switches do I use in place of -f (or) as well as -f to get it to totally remake the entire directory as if it's the first time (ie process ALL files in ALL directories)? ok nevermind you just delete everything in the directory but leave the directory there (slam32d) Then recompile and it will do everything again. Nethack html/php interface? I was wondering what sort of technical difficulties there would be making a nethack html/php interface. I imagine the lag would be terriable, but surely that would be the hardest problem. I've also read that nethack doesn't give any feedback about the screen being refreshed. Anying hacking gurus out there thought about this? general pacifist advice Hi there, I'd like some advice on nethack :D I'm trying to ascend a neutral pacifist gnomish healer, and I think i've got it well underway. However, due to a few complications, I'd like to ask a few questions on the matter. Firstly, I've tried to do a protection racket before buying levels off the oracle. However, my archon just killed the minetown priest! What do i do now? Do i give up? The same applies for shopkeepers and price identification. Secondly, I'm afraid that my archon will go rogue if it steps onto a level teleport trap (this occured before) or changes due to a polymorph trap! Should I still do mines end, where there is an overabundance of such traps? Or should I skip it and hope for a luckstone? Or do they have intrinsic magic resistance? Thirdly, can you list the recommended equipment for an archon? I'm a bit worried about the lack of magic resistance. Will the archon be able to fight through hordes of monsters to the high altar? Or will I need some sort of backup plan? Will the monsters attack the archon and not I? Or should I bring conflict? Does stoning break the pacifist conduct? Fourth, I need intrinsics. Should I go for crowning? Or should I just try and eat corpses? And lastly, (thanks for your time), should I wish for a spellbook of charm monster/ another archon? Do i need them? Is there any reprecussions for doing so? And what equipment should I put on them? Thanks again, Osborn :D (in a hurry) There is a host of information available on pacifist, Pet#Equipment_for_pets, archon, and talk:archon. Most of your questions are answered there. -Tjr 10:26, February 26, 2010 (UTC) Dagger skill for barbarians Hi, I've read here that barbarians can only reach the 'Basic' level in dagger but looking at #enhance I see I already have the basic level and there is no '#' indicating it cannot be enhanced further (as it is the case for my bow skill). The bare handed combat skill is already at the Master level and there is no '#' neither. Can somebody explain why, please&nbsp;? Thanks, patrokle Practise a bit more, and the '#' sign will eventually appear. -Tjr 17:20, February 28, 2010 (UTC) How do you pacify an angery priest? For some reason the alter in MineTown was cross-alligned, so I converted it, took 2 tries but I did it, unfortunatly the preist got angery and killed me. -_- I tried chatting which would usualy donate, then I tried to just throw my gold at her, but then she killed me. So How would I calm her down in the future? --DemonSlayerThe3&nbsp;:: The Neutral Human Wizard The best solution is to simply not anger them in the first place. The minetown altar (any altar, actually. But this isn't a big problem if it isn't a temple) only has a 1 in 3 chance of being coaligned. If the minetown altar isn't co-aligned, then do not sacrifice on it. You can still use it to determine BUC, and you can still #chat to the priest for most of the services. If you need to sacrifice, then find another altar. If there are no other altars, than either kill the priest first (get reflection to avoid the lightning bolts) yourself or get a pet strong enough to do so. You can pacify the priest using a scroll of taming, casting the Charm Monster spell, or using a magic harp. #chatting to the priest afterwards should make him angry again, so don't do that. I'm not sure if you'll be able to freely use the altar, but you probably can. -- Qazmlpok 03:49, March 7, 2010 (UTC) thanks a lot It's safer if you first sleep the angry priest from a distance before charming him. But, if you can, don't anger him in the first place. -Tjr 02:40, March 15, 2010 (UTC) Unstacking? How do you seperate a stack of items? I want to buy a few food rations, but the whole stack costs likw $300, I have like $278, so I want to buy only a few, my pets don't seem to want to pick them up. So I just decided to buy 'em. But I need to unstack them, how?DemonSlayerThe3&nbsp;:: The Neutral Human Wizard! 17:20, March 7, 2010 (UTC) Type dXI, where X is the number of food rations to drop, and I is the inventory letter of food rations. You can also use that, as ',XI', to pick up items where there's more than one item stack on the ground. -Ion frigate 20:09, March 7, 2010 (UTC) Or 'X,' when there's only one stack. --nooodl 18:24, March 16, 2010 (UTC) SLASH'EM and modern Qt Is it possible to compile SLASH'EM with Qt interface against a modern version of Qt libraries (Qt3 or Qt4) on Linux? Change Status Line in Windows Is there anyway to change the status line in the windows version to a graphical display like in the mac version? You are blasted by Magicbane's power! I'm playing a wizard, got Magicbane through sacrifice, and this has started happening when I pick it up, recently. No idea why, but I'm pretty sure it wasn't happening the whole game through--either that or I'm incredibly oblivious. But I thought this never happened with sacrifice gifts. Anyway, the only difference is that I had it pulled from me by demons with bullwhips a couple of times and got it back. (That's what happened just now, when I first noticed this. But I haven't changed alignment (elf wizard, chaotic from the beginning), my God's not angry, Magicbane isn't cursed (is blessed, in fact), so I don't know what's going on. Any ideas? Fix your alignment record. This describes you well you behave according to your religion and is different from converting alignment. -Tjr 21:32, April 11, 2010 (UTC) What happened to Nethax&nbsp;? Hi all, Anyone knows&nbsp;? The site (http://www.big-ape.net/nethax) is not working since a week or so... Cheers The site is back online... it is also a nice alternative to play online when one's company proxy blocks all the telnet/ssh connections. What to do if I can not find a way out I am playing iNetHack, and sometime when I create new game, and I found my dungeon was surrounded with walls, I can not find a way out or down, what can I do except restart a new game? I tried kick a wall but only got hurt and HP losing. Search along the walls until you find a hidden door. Also, try typing 'n10s' or 'n20s' to search 10 or 20 times on each wall; this is safer than holding down the s key, particularly if monsters come along. Also, if you have a pick-axe, you can dig down or through walls. -Ion frigate 21:29, April 15, 2010 (UTC) Eating artifacts Hi, Eating an artifact gives more chances to new ones to be generated as a sacrifice gift&nbsp;? Cheers Nope. Wishing and sacrificing is based on artifacted generated, not in existance. There's no way to increase your chances. -- Qazmlpok 11:45, April 23, 2010 (UTC) Applying a patch Some time ago i came to this forum asking for help in compiling under MS Visual C++ 2008 Express Edition i recently found that nethack issued a patch for this problem however the instructions for applying it are vague can you please explain as to a person that never did this before.The link to the patch is http://www.nethack.org/v343/bugmore/vs2008.txt --IngerAlHaosului 03:53, May 3, 2010 (UTC) Taming Quest Nemeses Is it possible to tame your quest nemesis? Namely, can a Knight use a magic trap (which are readily available) to tame Ixoth and use it as a mount? Could a Caveman kill the Chromatic Dragon, grab the quest items, revive it with a wand of undead turning and tame it as a pet? I'm thinking that the dragon would be especially useful because it is resistant to basically everything. --Aarnott 20:21, May 3, 2010 (UTC) All quest nemeses are covetous and therefore completely immune to taming, even from a magic trap. If you can manage to polymorph or slime a covetous monster, then they become tamable (with the exception of the Wizard of Yendor. Several other non-covetous creatures are completely immune to taming even if polymorphed as well), but all you have is the tame green slime/random non-special monster. The exception to this is SLASH'EM, where it is not only trivial to polymorph any non-magic resistant monster by polymorphing yourself into a genetic engineer, polymorphed monsters also revert to their original forms. Your quest nemesis will almost certainly be carrying the quest artifact, and many of them provide magic resistance and thus also polymorph resistance, however. Additionally, covetous monsters are damn near useless as pets, so pulling this off in SLASH'EM is mostly just to brag. -- Qazmlpok 21:59, May 3, 2010 (UTC) According to Eva Myers's tame monster spoiler, the Quest nemeses (along with Medusa and Rodney) are implacable enemies and can't even be made peaceful. Don't know if this applies to the SLASH'EM polymorph trick. The dialogue makes it seem like a rogue ought to be able to pacify the Master Assassin (possibly bribing him for the Bell) and then fight the Master of Thieves. The Master of Thieves is a jerk anyway. (Also a pushover. How do you get to be the Master of Thieves without acquiring poison resistance?) Slandor 13:16, July 14, 2010 (UTC) I've tamed medusa in SLASH'EM, but haven't yet tried a nemesis. A tame medusa is worth than useless, as she STILL uses her damn gaze attack on you. -- Qazmlpok 13:59, July 14, 2010 (UTC) Valkyrie needs configuration file, badly! I'm running the latest version of nethack for the Mac OS X Terminal on Mac OS 10.6.4. I believe that my defaults configuration file is supposed to be called NetHack Defaults, but I can't seem to find it anywhere. I had the same problem with the same version of nethack on an OS 10.5 system. I downloaded this version of nethack from the official website. So where do I look to find my NetHack Defaults? And if it's really missing, how can I safely remedy the issue? 68.1.172.2 19:44, July 12, 2010 (UTC) Borghild Just create a plain text file called .nethackrc in your home directory. You can get a sample file from NAO. Tjr 13:07, July 13, 2010 (UTC) Thanks a million! I decided to try making my own file at one point, but didn't know what to call it and I wasn't able to find a copy online. Borghild 16:25, July 13, 2010 (UTC) How would one learn to make patches? My biggest issue is that I am unable to find the files for the game to even attempt to learn. I keep getting NetHack but with nhdat. Am I misunderstanding something? Icalasari 20:40, July 26, 2010 (UTC) Question about naming I'm playing NetHack using Vultures Eye. I have a Runed Dagger AND a Runed Bow, both refusing to be named. But, they have no names, and the bow can't be invoked. So, are they artifacts, or is there a bug? EDIT: Shoot, forgot to sign my name. Well, it doesn't matter anyways. I got killed and it showed that the bow was cursed (the dagger was blessed). So now my question is: Why was I unable to name them? The message I got each time was, "That's a silly thing to name!" Icalasari 22:30, July 29, 2010 (UTC) Were you using #name or Call? They definitely weren't artifacts. -- Qazmlpok 22:54, July 29, 2010 (UTC) You were attempting to name the item class. Weapons can only be individually named (answer yes at the prompt). This is because in vanilla, all* appearances uniquely point to the type of weapon. (*: exception: Stormbringer isn't an elvish broadsword.) Tjr 13:00, July 30, 2010 (UTC) Wizard Starting with a 100% Failure Rate Spellbook? So I started a wizard gnome, and I got a spellbook of Identify. But it is a level 3 spell with 100% failure rate. Can anyone explain to me how to train spells to get better when you have 0% chance of getting them right? I'm not wearing any armor or anything. Level up. Spell failure rates are based on intelligence (or wisdom, for some classes), skill, and experience level. Obviously you're not going to increase your skill level if you have a 100% failure rate, and increasing intelligence requires good luck with fountains or a potion of gain ability - you can't exercise that stat. You may need to go up a few levels before you can usefully cast it though, possibly to level 5 or 7. You could increase skill if you find a low-level divination spellbook, such as light or detect monsters, which is actually not that unlikely in shops. -Ion frigate 21:42, August 1, 2010 (UTC) Cursed starting equipment on Friday the 13th? I just started a tourist in nethack--343-win, my starting inventory looks like this: Weapons a - 31 cursed +2 darts (in quiver) Armor ┌─────────┐ i - a cursed +0 Hawaiian shirt (being worn) │·········+ Comestibles │·········│ b - 5 uncursed food rations │···&lt;·····+ c - an uncursed egg └──■──────┘ d - 2 uncursed tripe rations ░░░░ e - 2 cursed fortune cookies ░░░ f - a cursed slime mold ░ l - a food ration ░ Scrolls ░░░ h - 4 cursed scrolls of magic mapping ┌·─────────·─┐ Potions │·········$d·│ g - 2 uncursed potions of extra healing │············│ Tools │············│ j - an expensive camera (0:46) +············│ k - a cursed credit card │····@·······│ (end) └────────────┘ Lopez the Rambler St:11 Dx:12 Co:12 In:14 Wi:8 Ch:18 Neutral Dlvl:1 $:489 HP:10(10) Pw:2(2) AC:10 Xp:1/0 T:53 I immediately tried creating several new characters (including other male tourists) both locally and at NAO but haven't seen this effect again. Anyone know anything about this? Fix a broken lock? I notice that when you force a lock with a weapon, it will break the lock, rendering it unusable. I have learned to wait until I have another way to open such things, but when I mistakenly tried to lock a broken lock, the game told me that I couldnt fix it with an uncursed lockpick. Can it be fixed with a blessed one then? Or do I need some other item? Or did the DevTeam just put that message there for the evulz? That message is somewhat misleading (maybe they were planning to implement manual lock fixing at some point?); the only way to fix a broken lock is with a wand of locking or a spell of wizard lock. You're not really missing much, though. AFAIK the only effect of a locked container is that troll corpses inside will not revive. Monsters can't remove items from even unlocked containers, and gelatinous cubes just spit out the locks after dissolving the wood. --Darth l33t 03:28, August 18, 2010 (UTC) References
# Bag of holding ( Name bag of holding Appearance bag Base price 100 zm Weight 15 Material cloth Monster use Will not be used by monsters. A bag of holding is a magical tool that appears in NetHack. It is made of cloth, and is one of the most coveted items for general container use. Contents 1 Generation 2 Description 2.1 Exploding a bag of holding 3 Strategy 3.1 Item management 3.2 Handling cursed bags 3.3 Avoiding bag explosions 3.4 Nesting bags of holding 4 History 5 Messages 6 Variants 6.1 SLASH'EM 6.2 NetHack brass 6.3 GruntHack 6.4 SporkHack 6.5 UnNetHack 6.6 AceHack 6.7 NetHack Fourk 6.8 xNetHack 6.9 EvilHack 6.10 Hack'EM 7 Encyclopedia entry 8 References Generation The prize at the end of Sokoban always has a 50% chance of being a bag of holding, and will otherwise be an amulet of reflection. 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. Both prizes are no longer equally likely for each floor. Instead, floor 4a has a 75% chance for a bag of holding, and 4b has a 75% chance for an amulet of reflection. Description Like other containers, the bag of holding can hold items beyond the 52-character limit - it also alters the weight of its contents, dependent on and the beatitude of the bag:[1] BUC total weight blessed uncursed cursed In addition to increasing the weight of its contents, a cursed bag of holding may make items vanish, with a separate 1⁄13 chance for each item each time you loot, apply or tip it. A bag of holding will also protect its contents from being broken when thrown. Exploding a bag of holding A magical explosion will occur if certain items are put in a bag of holding, destroying all the contents of the bag and any other bags placed into it, along with the bag itself, and damaging the player. These items are as follows:[2] Bags of tricks with charges remaining[3] Wands of cancellation with charges remaining[3] Other bags of holding[4] Other bags containing any of the above items, though they have a chance of not exploding if you nest them.[4] The following information pertains to an upcoming version (NetHack 3.7.0). If this version is now released, please verify that it is still accurate, then update the page to incorporate this information. Blowing up a bag of holding in this manner now scatters its contents instead of destroying them - this will break fragile items. If you had put in another bag of holding, its contents are also scattered, unless that bag was inside a non-magical bag, in which case it is destroyed. Strategy Bags of holding are useful for carrying large numbers of items, and are an essential part of an ascension kit. While magically protecting its contents from breaking when thrown, a bag of holding does not stop them from getting wet - to protect against this, you can apply grease to the bag or place it in a non-cursed oilskin sack to protect it from water damage. Item management Due to the risks of losing your most valuable items if your bag is cursed or else explodes, many players also carry a plain sack to store other items. The sack can be used to hold items that are rare or hazardous to a bag of holding - many players name this bag something like "Cancel" or "Don't ever put this in BoH!" and keep wands of cancellation and other precious items such as artifacts or a wand of wishing inside as a safety measure. You can also store a bag of holding in a sack, which prevents it from being targeted by curse items. However, it will require two turns to take items out of the bag of holding. Handling cursed bags If you find a bones pile with a bag of holding, it will probably be cursed and too heavy to lift. If you can still pick it up, then it can be uncursed with a potion of holy water or the scroll or spell of remove curse. Otherwise, the best solution in general is to zap it with a wand of cancellation - the beam will only affect the bag and simply sets its beatitude to uncursed. Be sure to move any wands and tools out of the way beforehand, along with any other desired items that you suspect may be enchanted or charged. If cancellation is not available and the bag is too heavy to lift, you can #tip the bag - this will still make items vanish, but at least you can get everything else out without being limited by your inventory. You can also allow a gelatinous cube to eat the bag if one is present: the cube will only eat the container itself, leaving the contents (including organic items) in its inventory, which will land safely on the ground when you kill the cube. Just make sure you can secure all the items before they are damaged - and only do this if you have no need for the bag itself. Avoiding bag explosions Placing a bag of holding or bag of tricks inside your bag of holding is straightforward to avoid, provided you don't type the wrong letter by mistake; the wand of cancellation can be trickier. To be safe, do not put any unidentified wands inside the bag, unless you have engrave-tested them and confirmed that they do not make engravings disappear - this rules out cancellation, along with teleportation and make invisible. It is usually best to avoid carrying more than one bag of holding or any bag of tricks when they are not in use, except perhaps while transporting them to a convenient stash location - neither is particularly useful to simply carry around, and you can't put one inside your bag of holding by mistake if you don't have it. Many players prefer to leave wands of cancellation at their stash as well, but these can be useful against monsters, so one must balance the increased risk in combat with the risk of making a potential game-ending mistake. Nesting bags of holding It is possible, though risky, to first put items that would ordinarily cause a bag of holding to explode into sacks or oilskin sacks and then place them inside the bag of holding, without causing an explosion. In general, two nested bags of holding at most are useful - the payload is limited by your ability to lift the innermost bag, not by the outermost weight, and you risk an explosion every time you add contents. The chance of an explosion occurring then depends on the amount of nesting:[4] Number of sacks Odds of explosion Success probability 0 1/1 0 1 2/2 0 2 3/4 0.25 3 4/8 0.5 4 5/16 0.6875 5 6/32 0.8125 6 7/64 0.890625 7 8/128 0.9375 8 9/128 0.9296875 n, where n&gt;6 (n+1)/128 If they do not explode, the effect of the two bags will be cumulative, as expected: if both are blessed, any items in the innermost bag will have their weight reduced to about 1/16. As can be seen in the table above, nesting bags of holding with more than 7 sacks in between makes explosion more likely, so there is no point in using more than 7 sacks. You may choose to continue to nest the bags of holding further; the chance of success with certain configurations of sacks between the bags of holding is given below: Number of bags of holding Sack spacing Success probability 2 7 0.9375 3 7,7 0.769042... 4 7,7,7 0.512570... 5 7,7,7,7 0.256222... 6 7,6,6,6,7 0.0935839... 7 7,6,5,5,6,7 0.0236287... ... 43 3,2,2, ... ,2 very small For example, if you use 7 sacks between each of three bags of holding like this (H for bag of holding, s for sack): HsssssssHsssssssH (denoted as "7,7" in the table above), the chance of successful nesting would be 1-(8/128) for the first nesting, and then (1-(8/128)) * (1-(16/128)) for the second nesting; each of the two 'inner' bags of holding put into the outermost bag must pass its own independent roll for the nesting to succeed [5] - this gives the example scenario roughly a 23.1% chance that something will explode. Some players either consider the 6.25% chance of explosion from nesting to be an acceptable risk, or assume from a test in wizard mode that it is safe. If you are confident you can withstand the explosion, you can risk it before you leave the main dungeon to increase your score or bring specific items to the demigod bar.[6] History The bag of holding first appears in NetHack 3.0.0. From NetHack 3.3.0 to NetHack 3.4.3, including some variants based on those versions, Sokoban Level 4a always has a bag of holding as the prize. Messages An <object> has vanished! You applied or \#looted a cursed bag of holding, causing a known item(s) to disappear.\[7\] You see <object> disappear! As above, with an unidentified item(s) disappearing.\[8\] As you put <object> inside, you are blasted by a magical explosion! You caused a bag of holding to explode by placing a charged bag of tricks, charged wand of cancellation or another bag of holding inside, destroying both objects and their contents.\[9\] Variants SLASH'EM In SLASH'EM, you can upgrade an ordinary sack or oilskin sack into a bag of holding. This typically makes the amulet of reflection found at the end of Sokoban a more valuable prize - there is still a 50% chance of each reward. The Wallet of Perseus is an unaligned artifact bag of holding that has enhanced weight reduction, and enables you to informally identify a bag of holding via the 'naming artifacts' trick. SLASH'EM has a 'showweight' option that explicitly displays the amount of weight your character is carrying - informally identifying bags of holding is trivial with this option turned on. NetHack brass In NetHack brass, Sokoban offers a choice between 3 items, with one being a bag of holding. GruntHack In GruntHack, causing a bag of holding to explode does not destroy the contents of the bag, but scatters them and the player throughout the dungeon via level teleport. Sokoban in GruntHack also offers a choice between 3 prizes, with one being a guaranteed bag of holding. SporkHack In SporkHack, an exploding bag of holding scatters its contents nearby, rather than destroying them outright - this will still destroy the inserted object, and fragile objects such as potions and mirrors are broken as if they were thrown. UnNetHack In UnNetHack, exploding bags of holding react the same as in SporkHack, scattering most of its contents and destroying fragile items. Sokoban in UnNetHack offers a choice between 3 prizes, with one being a guaranteed bag of holding. AceHack In AceHack, inserting a bag of tricks or a wand of cancellation inside a bag of holding will drain them of their charges rather than destroying any items inside - you can still destroy bags of holding by nesting them, but you will receive a confirmation prompt when doing so. This also applies to NetHack 4, a 'successor' variant to AceHack. NetHack Fourk In NetHack Fourk, Sokoban now has set rewards for each of the possible maps that can appear as its final floor. Open at the Top, which is essentially a clone of Sokoban level 4a, always has a bag of holding as its prize. xNetHack In xNetHack, if a bag of holding explodes, 1⁄13 of the contents are destroyed along with the bag and inserted item, and the rest are scattered; this destroys fragile items as usual. EvilHack In EvilHack, an exploding bag of holding functions similarly to UnNetHack - the inserted item and the bag are destroyed, and most of the contents are scattered, breaking fragile items. Sokoban in EvilHack offers 3 different type of prize item, and its prize tool has a 50% chance of being a bag of holding. The Bag of the Hesperides is an artifact dragonhide bag of holding similar to the Wallet of Perseus that repels water like an oilskin sack, confers protection when carried, and is made of inherently fireproof dragonhide - it can only be obtained at the end of the Ice Queen's Realm. Hack'EM In Hack'EM, bags of holding are treated as in EvilHack. The Wallet of Perseus also replaces the Bag of the Hesperides from EvilHack, possessing the same exact traits. Encyclopedia entry "Now, this third handkerchief," Mein Herr proceeded, "has also four edges, which you can trace continuously round and round: all you need do is to join its four edges to the four edges of the opening. The Purse is then complete, and its outer surface--" "I see!" Lady Muriel eagerly interrupted. "Its outer surface will be continuous with its inner surface! But it will take time. I'll sew it up after tea." She laid aside the bag, and resumed her cup of tea. "But why do you call it Fortunatus's Purse, Mein Herr?" The dear old man beamed upon her, with a jolly smile, looking more exactly like the Professor than ever. "Don't you see, my child--I should say Miladi? Whatever is inside that Purse, is outside it; and whatever is outside it, is inside it. So you have all the wealth of the world in that leetle Purse!" \[ Sylvie and Bruno Concluded, by Lewis Carroll \] References ↑ src/pickup.c in NetHack 3.6.7, line 1235 ↑ src/pickup.c in NetHack 3.6.7, line 2081 ↑ 3.0 3.1 src/pickup.c in NetHack 3.6.7, line 2087 ↑ 4.0 4.1 4.2 src/pickup.c in NetHack 3.6.7, line 2091: The comment above this line details the resulting odds of a nested offending object causing an explosion ↑ src/pickup.c in NetHack 3.6.7, line 2229 ↑ RGRN: "YAFAP - Scrappity - Arc - Gno - Neu - Survivor (Long)" ↑ src/pickup.c in NetHack 3.6.7, line 2374 ↑ src/pickup.c in NetHack 3.6.7, line 2376 ↑ src/pickup.c in NetHack 3.6.7, line 2231 </object></object></object>
# File:Steel ring.png File File history File usageNo higher resolution available. Steel_ring.png ‎(16 × 16 pixels, file size: 190 bytes, MIME type: image/png) A 16x16 vanilla NetHack tile of the object 'steel ring'. File history Click on a date/time to view the file as it appeared at that time. Date/TimeThumbnailDimensionsUserComment current11:59, 1 August 200616 × 16 (190 bytes)BotFenix (talk | contribs)A 16x16 vanilla NetHack tile of the object 'steel ring'. Category:16x16 tiles You cannot overwrite this file. File usage The following 10 pages uses this file: Eating jewelry List of vanilla NetHack tiles NetHack 3.3.0 NetHack 3.3.1 NetHack 3.4.0 NetHack 3.4.1 NetHack 3.4.2 NetHack 3.4.3 NetHack 3.6.0 NetHack 3.7.0
# Grund's Stronghold Grund's Stronghold is a single-level dungeon branch that appears in SLASH'EM, SlashTHEM and Hack'EM, accessed by a stairway down from level 12 or 13 of the Dungeons of Doom. Monster generation in the Stronghold is biased toward chaotic monsters. Magic mapping will not work on the level, causing confusion if you try. Contents 1 Map 2 Outside 3 Front corridors 4 Halls 5 Throne room 6 Prisons 7 Secret areas 8 See also 9 Reference 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;-..sSH(----Z.-----...---..--------.+d-..-}^.^.^...&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;.........&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;-.$.----..#.@-..+.ooo-.+o.+.--..--.-.-.o#}.^.^.....&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;.............&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;-.s.--....--+-.---oo--.----.-...--.-.-..-}^.^.^....&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;......-#-......&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;--S--..Z...S#-.---..+..----.+..H.+.-.-.--}.^.^......&nbsp;&nbsp;&nbsp;.....---.---.....&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;-##-....M..---.---#----------.H..---.-.o#}^.^.^.....&nbsp;&nbsp;&nbsp;....---&nbsp;.&nbsp;---....&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;-#--.....Z.-...---.-----..-----.----.-..-}.^.^.......&nbsp;....-----------....&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;##-...O...--.----.@.+.-.OO-------..+d-.@#}^.^.^......&nbsp;...---&nbsp;-&nbsp;-&nbsp;-&nbsp;---...&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;[email protected]}.^.^...........-------------....&nbsp;&nbsp;&nbsp;&nbsp;H-.o...o----S-S---@.#.+..-.#.ooo+.--.-.o#}^.^.^.........--&nbsp;-&nbsp;-&nbsp;-&nbsp;-&nbsp;-&nbsp;--...&nbsp;&nbsp;&nbsp;&nbsp;HS\.O.O.^^^S...SB-------+---.ooo----.-..-#.^.^.......g..#..---------..#...&nbsp;&nbsp;&nbsp;&nbsp;H-.o...o----S-S----..---..--+-.-----.-.o#}^.^.^.........--&nbsp;-&nbsp;-&nbsp;-.-&nbsp;-&nbsp;--...&nbsp;&nbsp;&nbsp;&nbsp;H--.o....---.-..-.ooo----....----..+d-..-}.^.^......o....-------------....&nbsp;&nbsp;&nbsp;&nbsp;##-...O...--.----.ooo.+.--#----...--.-.@#}^.^.^......&nbsp;...---&nbsp;-&nbsp;-&nbsp;-&nbsp;---...&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;-#--.....Z.-...---...--.-o.--...----.-..-}.^.^.......&nbsp;....-----------....&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;-##-....M..---.---#----.--.o+.---..+d-.o#}^.^.^.....&nbsp;&nbsp;&nbsp;....---&nbsp;.&nbsp;---....&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;--S--..Z...S#-.---..---...+--#---+--.-.--}.^.^......&nbsp;&nbsp;&nbsp;.....---.---.....&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;-...--....--+-.--.ooo--------.-...--.-..-}^.^.^....&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;......-#-......&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;-.(!----..#[email protected]+..-...+....---.-.o#}.^.^.....&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;.............&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;-..oSH(----&nbsp;.------.---...---....---.S..-}^.^.^...&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;.........&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;-----------------------------------------}.^.^....&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;..... The door marked + is placed in such a way that closing it does not meaningfully block off the path, as it can simply be walked around - be aware of this when navigating the corridors. Outside The winged gargoyle represented by g is actually a statue trap. The open area on the right contains two orc-captains, seventeen orcs, and a hobgoblin with a wand of fire (position marked with an o), as well as a wand of create monster, a wand of create horde, two wands of speed monster, two wands of make invisible, two potions of invisibility, two potions of speed, two potions of full healing, two potions of extra healing, two potions of healing, two potions of gain level, and two potions of invulnerability. Marked traps are rust traps (far left column), arrow traps (second and third columns), and spiked pits (fourth and fifth columns). Other traps are composed of four rust traps, four arrow traps, four spiked pits, sixteen land mines, and two level teleporters. Randomly placed throughout the open area are burned messages reading as follows: Us wanna no veeseetohs! boogrr ohf! GRR! keap Us ohr Gohld!! Me Preeeteee! veesetoohs gohd eet! Front corridors The stronghold proper, on the left side of the level, is accessed by a closed drawbridge. The marked monsters in the entrance area are war orcs and soldiers; all of them have orcish bows and a single orcish arrow. In addition, the soldier on top has a +3 sniper rifle, a +4 bullet, and a +3 bullet, and the one on the bottom has a +1 grenade launcher, a +3 frag grenade, and a +2 frag grenade. They also have a chance of being generated with a specific wand as follows, top to bottom: wand of sleep (80%) wand of fireball (40%) wand of cold (40%) wand of magic missile (80%) wand of striking (80%) wand of fire (60%) wand of lightning (60%) wand of draining (40%) The second corridor contains four hell hounds. Halls The halls contain five Uruk-hai, three orc shamans, two stone giants, a rogue (armed with a +1 rapier, and with a 50% chance of carrying a potion of sickness and a sack), a mugger (armed with a +2 club, and with a 40% chance of carrying a +3 crossbow and a +1 crossbow bolt and a 50% chance of carrying a potion of paralysis), a soldier (with a 50% chance of carrying a potion of booze), four ogres, six hill orcs, six snow orcs, six great orcs. In addition, there are six goblins, a troll, a rock troll, a two-headed troll, and a black troll randomly placed throughout the stronghold. There is also a marked statue trap of a harpy. Throne room Grund's throne room is on the far left; Grund the Orc King himself is on the throne, with a random wand, amulet and piece of armor. The throne room also contains four demon orcs, two orc shamans, two ogre mages, a shadow ogre, an ogre lord, four orc zombies, and two orc mummies; the undead are all sleeping. Prisons The prison in the north half of the stronghold contains a nurse(40%) and a skeleton, and the prison in the south half contains a gypsy (10%), a ghost, and a human corpse - all except the skeleton are peaceful, and the skeleton will randomly be hostile or peaceful. Secret areas The upper-left room contains two giant spiders, a chest, and a minimum of 1200 gold pieces. Beyond the secret door in the room is a chest containing a cursed magic marker with 34 charges (20%), two guaranteed blessed potions of enlightenment and two potion of enlightenment with 50% probability each, and a pair of either: an amulet of magical breathing and a spellbook of haste self. an amulet of drain resistance and a spellbook of acid stream an amulet versus stone and a spellbook of create monster The room also contains a pile of at least 8700 gold pieces. The room on the lower right contains a chest, a sleeping orc, and a potion of booze. The chest beyond this room's secret door contains two guaranteed tins of spinach two tins of spinach with 50% probability each, and one of either: a cursed +1 pair of gauntlets of power a blessed helm of telepathy, or an oilskin cloak The three marked traps outside the throne room are, from left to right, a land mine, a squeaky board, and an anti-magic field; other traps in the stronghold include two falling rock traps, two webs, and four dart traps. The stronghold also contains four potions of speed, four potions of invisibility, two wands of healing, a wand of create monster, a wand of create horde, a wand of polymorph, and two scrolls of create monster (one of which is cursed). See also Special level (SLASH'EM) Reference From source file "slashem-0.0.7E7F3/dat/grund.des" http://code.google.com/p/nethack-android/source/browse/branches/slashem/slashem-0.0.7E7F3/dat/grund.des?r=274
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# 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
# Weapon Item classes "&nbsp;Amulets [&nbsp;Armor %&nbsp;Comestibles $&nbsp;Coins *&nbsp;Gems !&nbsp;Potions =&nbsp;Rings ?&nbsp;Scrolls +&nbsp;Spellbooks `&nbsp;Statues (&nbsp;Tools `&nbsp;Boulders )&nbsp;Weapons /&nbsp;Wands In NetHack, a weapon is an item used to attack opponents. Contents 1 Description 1.1 Weapon generation 1.2 Weapons and erosion 1.3 Weapon use by monsters 2 Table of weapons and their properties 3 Strategy 3.1 Erodeproofing 3.2 Weapons and monster size 3.3 Fighting weaponless 4 Encyclopedia entry 5 See also 6 References Description Most weapons are wielded with w and used to hit enemies; you cannot wield a weapon if you are handless or tiny.[1] To attack with a wielded weapon, simply try to move into a monster's space, or use Shift&nbsp;+ F to attack in any direction. Some weapons are missiles that are designed to be thrown with t (or f to fire quivered weapons), and others require a launcher to be wielded in order to shoot them as ammo - still other items are not designed as weaponry, but can be improvised to serve as one, such as a cream pie. Hitting monsters properly with weapons can increase your training in that weapon. You can ready a second weapon for use, and use x to exchange between your primary and secondary weapons. Some roles can wield both weapons at once using the #twoweapon command. Pressing w, then - will unwield your current weapon and have you fight empty-handed; this is the default for Monks, who excel in fighting without a weapon, and Tourists that start the game without a tin opener. Weapon generation Randomly generated weapons have the following total probability of beatitude and enchantment:[2] +0 +1 +2 +3 +4 &gt;+4 Blessed 4.09% 3.03% 1.01% 0.34% 0.11% 0.06% Uncursed 73.64% 3.03% 1.01% 0.34% 0.11% 0.06% +0 -1 -2 -3 -4 &lt;-4 Cursed 4.09% 6.06% 2.02% 0.67% 0.22% 0.11% Given the BUC status, the chance of enchantment is: +0 +1 +2 +3 +4 &gt;+4 Blessed 47.37% 35.09% 11.70% 3.90% 1.30% 0.65% Uncursed 94.19% 3.88% 1.29% 0.43% 0.14% 0.07% +0 -1 -2 -3 -4 &lt;-4 Cursed 31.03% 45.98% 15.33% 5.11% 1.70% 0.85% After the type of weapon is chosen, if an artifact matching the base type exists, there is a 5% chance that the weapon is converted into an artifact. Poisonable weapons are generated as poisoned 1% of the time. Weapons and erosion Many weapons are subject to possible erosion from various sources, such as rust traps and monsters with eroding attacks (typically in the form of a passive attack); erosion can significantly reduce a weapon's effectiveness. Most metallic weapons can rust or corrode, while wooden weapons can be burnt. A weapon can be made erodeproof by wielding it as a primary weapon and reading a scroll of enchant weapon while confused; this also repairs any current erosion on the weapon in question. Some weapons can also have their erosion repaired by dipping the weapon in a potion of oil. Weapon use by monsters A monster wielding a weapon will have the damage from a wielded weapon added to the base attack damage.[3][4] When monster infoboxes on this wiki give monster attacks in the form of "weapon (n)d(y)", it means that (n)d(y) is the base damage that the weapon damage is added to. Table of weapons and their properties Weapon Skill Cost Hands Weight Prob&nbsp;(‰) Dam. (S) Dam. (L) Material Appearance Tile Glyph orcish dagger dagger 4 zm 1 10 12† 2 2 iron crude dagger ) dagger dagger 4 zm 1 10 30 2.5 2 iron ) silver dagger dagger 40 zm 1 12 3 2.5 2 silver ) athame dagger 4 zm 1 10 N/A 2.5 2 iron ) elven dagger dagger 4 zm 1 10 10† 3 2 wood runed dagger ) worm tooth knife 2 zm 1 20 N/A 1.5 1.5 undefined ) knife (shito) knife 4 zm 1 5 20 2 1.5 iron ) stiletto knife 4 zm 1 5 5 2 1.5 iron ) scalpel knife 4 zm 1 5 N/A 2 2 metal ) crysknife knife 100 zm 1 20 N/A 5.5 5.5 mineral ) axe axe 8 zm 1 60 40 3.5 2.5 iron ) battle-axe axe 40 zm 2 120 10 7 8.5 iron double-headed axe ) pick-axe pick-axe 50 zm 1 100 tool 3.5 2 iron ( dwarvish mattock pick-axe 50 zm 2 120 13† 6.5 11.5 iron broad pick ) orcish short sword short sword 10 zm 1 30 3† 3 4.5 iron crude short sword ) short sword (wakizashi) short sword 10 zm 1 30 8 3.5 4.5 iron ) dwarvish short sword short sword 10 zm 1 30 2† 4 4.5 iron broad short sword ) elven short sword short sword 10 zm 1 30 2† 4.5 4.5 wood runed short sword ) broadsword (ninja-to) broadsword 10 zm 1 70 8 5 4.5 iron ) runesword broadsword 300 zm 1 40 N/A 5 4.5 iron runed broadsword ) elven broadsword broadsword 10 zm 1 70 4† 6 4.5 wood runed broadsword ) long sword long sword 15 zm 1 40 50† 4.5 6.5 iron ) katana long sword 80 zm 1 40 4 5.5 6.5 iron samurai sword ) two-handed sword two-handed sword 50 zm 2 150 22 6.5 10.5 iron ) tsurugi two-handed sword 500 zm 2 60 N/A 8.5 11.5 metal long samurai sword ) scimitar scimitar 15 zm 1 40 15† 4.5 4.5 iron curved sword ) silver saber saber 75 zm 1 40 6 4.5 4.5 silver ) club club 3 zm 1 30 12 3.5 2 wood ) aklys club 4 zm 1 15 8 3.5 2 iron thonged club ) mace mace 5 zm 1 30 40 4.5 3.5 iron ) morning star morning star 10 zm 1 120 12 5 4.5 iron ) flail (nunchaku) flail 4 zm 1 15 40 4.5 5 iron ) grappling hook flail 50 zm 1 30 tool 1.5 3.5 iron iron hook ( war hammer hammer 5 zm 1 50 15 3.5 2.5 iron ) quarterstaff quarterstaff 5 zm 2 40 11† 3.5 3.5 wood staff ) partisan polearms 10 zm 2 80 5 3.5 4.5 iron vulgar polearm ) fauchard polearms 5 zm 2 60 6 3.5 4.5 iron pole sickle ) glaive (naginata) polearms 6 zm 2 75 8 3.5 5.5 iron single-edged polearm ) bec-de-corbin polearms 8 zm 2 100 4 4.5 3.5 iron beaked polearm ) spetum polearms 5 zm 2 50 5 4.5 7 iron forked polearm ) lucern hammer polearms 7 zm 2 150 5 5 3.5 iron pronged polearm ) guisarme polearms 5 zm 2 80 6 5 4.5 iron pruning hook ) ranseur polearms 6 zm 2 50 5 5 5 iron hilted polearm ) voulge polearms 5 zm 2 125 4 5 5 iron pole cleaver ) bill-guisarme polearms 7 zm 2 120 4 5 5.5 iron hooked polearm ) bardiche polearms 7 zm 2 120 4 5 7.5 iron long poleaxe ) halberd polearms 10 zm 2 150 8 5.5 7 iron angled poleaxe ) orcish spear spear 3 zm 1 30 13† 3 4.5 iron crude spear ) spear spear 3 zm 1 30 50† 3.5 4.5 iron ) silver spear spear 40 zm 1 36 2 3.5 4.5 silver ) elven spear spear 3 zm 1 30 10† 4 4.5 wood runed spear ) dwarvish spear spear 3 zm 1 35 12† 4.5 4.5 iron stout spear ) javelin spear 3 zm 1 20 10 3.5 3.5 iron throwing spear ) trident trident 5 zm 1 25 8 4.5 7.5 iron ) lance1 lance 10 zm 1 180 4 3.5 4.5 iron ) orcish bow bow 60 zm 1 30 12† 1.5 1.5 wood crude bow ) orcish arrow2 bow 2 zm 1 1 20† 3 3.5 iron crude arrow ) bow bow 60 zm 1 30 24 1.5 1.5 wood ) arrow2 bow 2 zm 1 1 55† 3.5 3.5 iron ) elven bow bow 60 zm 1 30 12† 1.5 1.5 wood runed bow ) elven arrow2 bow 2 zm 1 1 20† 4 3.5 wood runed arrow ) yumi bow 60 zm 1 30 0 1.5 1.5 wood long bow ) ya2 bow 4 zm 1 1 15 4 4 metal bamboo arrow ) silver arrow2 bow 5 zm 1 1 12 3.5 3.5 silver ) sling sling 20 zm 1 3 40 1.5 1.5 leather ) flint stone2 sling 1 zm 1 10 gem 3.5 3.5 mineral gray stone * crossbow crossbow 40 zm 1 50 45† 1.5 1.5 wood ) crossbow bolt2 crossbow 2 zm 1 1 55† 3.5 4.5 iron ) dart2 dart 2 zm 1 1 60† 2 1.5 iron ) shuriken2 shuriken 5 zm 1 1 35 4.5 3.5 iron throwing star ) boomerang2 boomerang 20 zm 1 5 15 5 5 wood ) bullwhip whip 4 zm 1 20 2 1.5 1 leather ) rubber hose whip 3 zm 1 20 N/A 2.5 2 plastic ) unicorn horn unicorn horn 100 zm 2 20 tool 6.5 6.5 bone ( (‰) Relative probability.[5] Figures are given as probability in a thousand, or permille. (†) Objects are significantly more common in play than their probability would otherwise imply due to monster starting inventory or certain traps. (1) When the user is riding, the lance gets an additional 2d10 in case of a successful joust. The victim is also automatically stunned and thrown back a square. (2) This is a projectile weapon that is meant to be thrown or fired, not wielded, in order to deal damage. Strategy A significant part of NetHack strategy comes down to weapon selection. On a basic level, curse-testing any weapons you find before wielding them is ideal, whether it be via a starting pet or an altar. Erodeproofing Once you have settled on your main weapon(s), erodeproof them as soon as you can in order to preserve their damage output. The urgency of this varies with your role and weapon(s) of choice: for instance, while most wooden and organic weapons risk being burnt, this is only a risk against monsters with fiery passive attacks (i.e. the fire elemental, fire vortex, and red mold), and fire traps also do not affect weapons.[6] Therefore, you can save scrolls of enchant weapon by switching to a metallic weapon or other burn-proof alternative against those monsters. Weapons and monster size Monsters by size Main article: Physical size Another aspect of weapon selection is accounting for the physical size of hostile monsters that you will face in the various stages of the game. As shown in the table above, various weapons have different hit dice against monsters depending on whether they are small (medium-sized or smaller) or large (large-sized or bigger). The majority of monsters in the game are classified as small; this includes most of the monsters you encounter early on, with large monsters being intermittent and often more difficult in comparison. In contrast, the mid-game tends towards a mix of medium-sized monsters and larger; during the late game and end game, a majority of the most threatening monsters you will face - the Wizard of Yendor, the high priest of Moloch, and many of the Astral Plane denizens - are at least medium-sized, with most of the demon princes in Gehennom being large minus the dangerous but rarely-seen Dispater. Fighting weaponless In addition to being the preferred combat style of Monks, unwielding a weapon is viable if you must take on weapon-hazardous monsters such as acid blobs or rust monsters in melee, provided you lack a resistant weapon (e.g. a silver weapon or unicorn horn). Encyclopedia entry A weapon is a device for making your enemy change his mind. [ The Vor Game, by Lois McMaster Bujold ] See also Artifact weapon Two-handed Weapon Skills References ↑ mondata.h in NetHack 3.4.3, line 106 ↑ src/mkobj.c in NetHack 3.6.1, line 768 ↑ src/mhitu.c in NetHack 3.6.7, line 959: base attack damage ↑ src/mhitu.c in NetHack 3.6.7, line 1003: weapon damage is added to base attack damage ↑ http://www.steelypips.org/nethack/343/weap-343.html ↑ src/trap.c in NetHack 3.6.6, line 3124 This page may need to be updated for the current version of NetHack. It may contain text specific to NetHack 3.4.3. Information on this page may be out of date. Editors: After reviewing this page and making necessary edits, please change the {{nethack-343}} tag to the current version's tag or {{noversion}} as appropriate.
# User talk:74.93.215.121 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;@) 19:56, 13 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]
# Straitjacket The straitjacket ("long-sleeved jacket") is a type of torso "armor" that appears in dNetHack. Use as armor As armor, the straitjacket (unusually for armor in the torso slot) protects the upper body and arms. It provides MC 2 and no extrinsic. However, a straitjacket should never actually be used as armor, due to the risk of becoming trapped in the armor should it become cursed. Effects of a cursed straitjacket A cursed straitjacket prevents the use of the hands, acting as if your hands were welded to a cursed two-handed weapon, notably preventing donning and doffing armor, opening doors, and casting spells. Additionally, a cursed jacket prevents any attack that uses the upper limbs, notably including the player-character's default melee attack. While stuck in a jacket, the PC will fall back on their kick attack if possible, becoming completely unable to attack if their kick attack is somehow blocked (such as by standing in shallow water). Escaping a cursed straitjacket Because the jacket is stuck to itself, weld-proof-ness offers no protection against a cursed straitjacket. There are, however, numerous methods of escape. Some more frequent methods are as follows (see curse removal for a complete list): Prayer. The gods recognize being stuck in a jacket as a major trouble, and so are quite likely to free you (note that Madmen, who start the game stuck in a jacket, also start with angry gods!). A scroll of remove curse or an effigy will lift the curse and allow escape. A scroll of destroy armor will destroy the jacket as normal. Shopkeepers sometimes offer curse removal as a shop service. Gaining access to a shop may require waiting for an intelligent monster to open the door for you! Allowing the jacket to be stolen by a nymph (amusingly, the nymph may proceed to trap herself in the jacket, preventing further theft attacks!). Allowing the jacket to be removed by a foocubus. Polymorphing to a form that breaks or shrinks out of the jacket. A magic trap may uncurse the jacket (4.8% chance).
# Related changes Enter a page name to see changes on pages linked to or from that page. (To see members of a category, enter Category:Name of category). Changes to pages on your Watchlist are in bold. Recent changes options Show last 50 | 100 | 250 | 500 changes in last 1 | 3 | 7 | 14 | 30 daysHide registered users | Hide anonymous users | Hide my edits | Show bots | Hide minor editsShow new changes starting from 17:34, 24 July 2023 Namespace: all (Main) Talk User User talk NetHackWiki NetHackWiki talk File File talk MediaWiki MediaWiki talk Template Template talk Help Help talk Category Category talk Source Source talk Forum Forum talk Video Video talk User blog User blog talk Blog Blog talk Module Module talk &nbsp;Invert selection &nbsp;Associated namespaceTag filter:Page name: Show changes to pages linked to the given page instead List of abbreviations: N This edit created a new page (also see list of new pages) m This is a minor edit b This edit was performed by a bot (±123) The page size changed by this number of bytes 20 July 2023 &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;20:21&nbsp; User talk:Umbire the Phantom‎ (diff | hist) . . (+102)‎ . . Kahran042 (talk | contribs) (→‎Edit reason for Yendorian army: - Good point.)
# Forum:What does this mean??? &lt; Forum:Watercooler I'm in the Lawful Quest, and I just killed a basilisk as a monk (with gloves, of course)and I get a weird message: "You kill the basilisk! dmonsfree: 1 removed doesn't match 2 pending Program in disorder-perhaps you'd better #quit." It sounds like theres an error with my game, but considering that the Lawful quest has strange messages, I'm not sure what to make of it... You're clearly playing SLASH'EM, since vanilla doesn't have basilisks. That does look like a bug. "dmonsfree" is the function that removes dead monsters from the monster list at the end of a turn. Apparently dmonsfree thought that there were two monsters killed, but when it scanned the monster list, it found only one dead monster. If you can read C, you can find dmonsfree at SLASH'EM 0.0.7E7F2/mon.c, line 1403. All NetHack variants have a number of checks for inconsistent data; the function that reports a failed check is called "impossible" and reports that "Program in disorder..." message. This doesn't always mean that your game is in danger of crashing, but you might want to savescum at such a point if you can. Savescumming to fend off crashing games is not considered dishonorable.--Ray Chason 17:16, September 19, 2009 (UTC)
# Talk:Necromancer In "Of Weapon and Spell Skills" it recommends abandoning the quarterstaff (1d6) for dagger or mattock. mattocks (1d12), i understand but why waste proficiency slots on daggers (1d4)&nbsp;? --Petzl 01:59, 8 January 2009 (UTC) Because Necromancers get many nice artifact daggers. Loof42 15:07, 8 January 2009 (UTC) Yes, but the odds of finding a +1 or better dagger early in the game are slim. In my opinion it's worth using the enchanted quarterstaff until your first artifact weapon. 64.185.146.160 06:57, 5 March 2009 (UTC) Intrinsic Robe of Power effect? It seems to me that wearing a robe of power for a Necromancer does not alter his spellcasting ability. Can anybody confirm this?MrFroon 07:05, October 14, 2009 (UTC) It worked for me. Human Male Necro, in Wizard mode. lowered my spell precents. Elven2006 00:28, March 10, 2010 (UTC) Spellbook of summon undead breaks extiction Sorry, but i have no other way of posting this, as the spellbook in question has no page. I was playing as a necromancer, and summon a Nazgul. since i dominated him, i thought, "Hey, why not two?" I ended up with 11 when I relized something was wrong. There are only nine. So, Someone should check to see if this does the same for other creatures and post it for the rest of us plz. Elven2006 00:25, March 10, 2010 (UTC) Doesn't surprise me; a lot of actions don't respect extinction. For example, summon nasties doesn't, as otherwise nasties could be reasonably quickly extincted, rendering the spell harmless. Also, pudding division doesn't, which is why pudding farming is so effective. Particularly in SLASH'EM it seems, a lot of the new ways of generating monsters don't respect extinction. For example, one of the gypsy cards summons an Erinys, which are supposed to be extincted after three have been generated. I think I summoned something like 9 in one game, as I was spamming gypsies for the wishes. So yeah, the spellbook of summon undead probably doesn't respect extinction; kinda breaks the mythos a little when it comes to Nazgul, but oh well... -Ion frigate 02:13, March 10, 2010 (UTC)
# Talk:Shapeshifter I have met once a shapelifter carrying vorpal blade on the castle level. I hint that any payer monster has a change of carrying ot of not created and that the shapelifter that would be created as a player monster also has a chance (the same&nbsp;?) to carry vorpal blade. Can anyone confirm wether a shapelifter is created with the inventory of the monster he is created as&nbsp;? Artifact weapons can just be created at random--I found Frost Brand lying around on the Tourist Quest in a recent game. So it is possible that your shapeshifter found it and picked it up when it shifted into an appropriate form.
# Cerberus (dNetHack) d Cerberus Difficulty 17 Attacks Bite 3d6 physical, Bite 3d6 physical, Bite 3d6 physical, Breath weapon 6d6 fire d Cerberus Difficulty 17 Attacks Bite 3d6 physical, Bite 3d6 physical, Bite 3d6 physical, Breath weapon 6d6 fire Base level 13 Base experience 475 Speed 10 Base AC 2 Base MR 20 Alignment 7 (lawful) Frequency (by normal means) 0 (Not randomly generated) Genocidable No Weight 3000 Nutritional value 800 Size huge Resistances fire Resistances conveyed fire Cerberus: has no hands. is an animal. is carnivorous. is not a valid polymorphable form. is male. is normally generated hostile. is nasty. can be seen through infravision. appears only in Gehennom. may turn against you when tame. cannot be tamed. In dNetHack, Cerberus is a unique hell hound that appears in the Windowless Tower. Generation Cerberus will be generated just inside the main door of the courtyard on the first floor of the Tower. Strategy He's not particularly difficult, but can pose a serious threat to early game characters attempting to clear the Tower without fire resistance or a sufficient health pool. When eaten, his corpse grants fire resistance for quite a long time - but not permanently. This page is a stub. Should you wish to do so, you can contribute by expanding this page.
# Talk:Ring strategy Re: =oProtection from Shape Changers. Umm....werebane doesn't keep chameleons from becoming L and summoning nasties! This effect is *not* supercedable! Let's change the article, then. I probably did some grammar mistakes so go ahead fixing them. --Progo 11:06, 9 March 2007 (UTC) A potentially interesting remark about rings is that a worn cursed ring can be made uncursed by dipping it into holy water. (useful if your ring of conflict/regeneration/levitation ... was cursed by a spellcaster) --JC Merging into Ring article Thoughts on merging this into Ring#Strategy? I don't see why this has to be its own separate page. It feels a bit out of the way. Infinigon (talk) 02:38, 15 January 2021 (UTC) I think it should be fully rewritten first. It's not very good as-is, and I don't agree with many of the subjective strategy points that it makes. --Luxidream (talk) 22:39, 15 January 2021 (UTC)
# File:Becdecorbins.png File File history File usageNo higher resolution available. Becdecorbins.png ‎(208 × 103 pixels, file size: 837 bytes, MIME type: image/png) A diagram showing some real bec-de-corbins. This page is based on a spoiler by Tom Fine, available at http://hea-www.harvard.edu/~fine/Fun/polearms.html File history Click on a date/time to view the file as it appeared at that time. Date/TimeThumbnailDimensionsUserComment current16:26, 29 September 2006208 × 103 (837 bytes)Jayt (talk | contribs)A diagram showing some real bec-de-corbins. {{basedon|name=Tom Fine|url=http://hea-www.harvard.edu/~fine/Fun/polearms.html}} Category:Diagrams You cannot overwrite this file. File usage The following page uses this file: Polearm
# 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 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;m&nbsp;&nbsp;&nbsp;17:58&nbsp; Elbereth‎ (diff | hist) . . (-3)‎ . . Silverwing235 (talk | contribs) (→‎History: typo/grammar, punctuation) 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)
# Related changes Enter a page name to see changes on pages linked to or from that page. (To see members of a category, enter Category:Name of category). Changes to pages on your Watchlist are in bold. Recent changes options Show last 50 | 100 | 250 | 500 changes in last 1 | 3 | 7 | 14 | 30 daysHide registered users | Hide anonymous users | Hide my edits | Show bots | Hide minor editsShow new changes starting from 17:49, 24 July 2023 Namespace: all (Main) Talk User User talk NetHackWiki NetHackWiki talk File File talk MediaWiki MediaWiki talk Template Template talk Help Help talk Category Category talk Source Source talk Forum Forum talk Video Video talk User blog User blog talk Blog Blog talk Module Module talk &nbsp;Invert selection &nbsp;Associated namespaceTag filter:Page name: Show changes to pages linked to the given page instead List of abbreviations: N This edit created a new page (also see list of new pages) m This is a minor edit b This edit was performed by a bot (±123) The page size changed by this number of bytes 24 July 2023 &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;00:27&nbsp; Leather gloves‎ (diff | hist) . . (+2)‎ . . Umbire the Phantom (talk | contribs) (→‎EvilHack: *) &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;00:16&nbsp; Amulet of ESP‎ (diff | hist) . . (-12)‎ . . Umbire the Phantom (talk | contribs) (lede, desc) 23 July 2023 &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;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) 20 July 2023 &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;03:12&nbsp; User:Chris/dNethack/dNethack Items‎ (diff | hist) . . (+140)‎ . . Noisytoot (talk | contribs) (Add deep dragon scale and shields and make "shimmering dragon scale mail" a link) 19 July 2023 &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;14:19&nbsp; Quarterstaff‎ (diff | hist) . . (+147)‎ . . Tomsod (talk | contribs) (→‎dNetHack: mention the (un)holy dmg multiplier) &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;04:50&nbsp; Grappling hook‎ (diff | hist) . . (-15)‎ . . Ardub23 (talk | contribs) (Fixed spelling, punctuation; rewording to include a link to Weapon-tool)
# Related changes Enter a page name to see changes on pages linked to or from that page. (To see members of a category, enter Category:Name of category). Changes to pages on your Watchlist are in bold. Recent changes options Show last 50 | 100 | 250 | 500 changes in last 1 | 3 | 7 | 14 | 30 daysHide registered users | Hide anonymous users | Hide my edits | Show bots | Hide minor editsShow new changes starting from 17:56, 24 July 2023 Namespace: all (Main) Talk User User talk NetHackWiki NetHackWiki talk File File talk MediaWiki MediaWiki talk Template Template talk Help Help talk Category Category talk Source Source talk Forum Forum talk Video Video talk User blog User blog talk Blog Blog talk Module Module talk &nbsp;Invert selection &nbsp;Associated namespaceTag filter:Page name: Show changes to pages linked to the given page instead List of abbreviations: N This edit created a new page (also see list of new pages) m This is a minor edit b This edit was performed by a bot (±123) The page size changed by this number of bytes 24 July 2023 &nbsp;m&nbsp;&nbsp;&nbsp;05:20&nbsp; Dot‎ (diff | hist) . . (-1)‎ . . Umbire the Phantom (talk | contribs) (→‎dNetHack: typo) &nbsp;m&nbsp;&nbsp;&nbsp;00:17&nbsp; ,‎ (diff | hist) . . (-2)‎ . . Umbire the Phantom (talk | contribs) (tweak) 23 July 2023 &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;23:12&nbsp; Dot‎‎ (3 changes | history) . . (+684)‎ . . [Umbire the Phantom‎ (3×)] &nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 23:12 (cur | prev) . . (+112)‎ . . Umbire the Phantom (talk | contribs) (add use) &nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 23:06 (cur | prev) . . (+20)‎ . . Umbire the Phantom (talk | contribs) (→‎dNetHack: tweak) &nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 23:02 (cur | prev) . . (+552)‎ . . Umbire the Phantom (talk | contribs) (format) &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;05:57&nbsp; ,‎‎ (8 changes | history) . . (+420)‎ . . [Umbire the Phantom‎ (2×); Ion frigate‎ (6×)] &nbsp;m&nbsp;&nbsp;&nbsp; 05:57 (cur | prev) . . (0)‎ . . Umbire the Phantom (talk | contribs) (ack) &nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 05:57 (cur | prev) . . (-9)‎ . . Umbire the Phantom (talk | contribs) (Oh hey, wanted to do this myself but got sidetracked. Lemme polish it up) &nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 05:41 (cur | prev) . . (+2)‎ . . Ion frigate (talk | contribs) (trying not to use item in two different senses) &nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 05:37 (cur | prev) . . (0)‎ . . Ion frigate (talk | contribs) (this seems least bad) &nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 05:37 (cur | prev) . . (-10)‎ . . Ion frigate (talk | contribs) ("comma character" does sound weird) &nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 05:27 (cur | prev) . . (+78)‎ . . Ion frigate (talk | contribs) (Another use - menu should perhaps be its own article) &nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 05:22 (cur | prev) . . (-1)‎ . . Ion frigate (talk | contribs) (whitespace) &nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 05:17 (cur | prev) . . (+360)‎ . . Ion frigate (talk | contribs) (Expand this into its own article) (Tag: Removed redirect) &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;05:19&nbsp; Template:ASCII‎ (diff | hist) . . (-15)‎ . . Ion frigate (talk | contribs) (fix link now that this is its own article) &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;05:18&nbsp; Unused symbols‎‎ (2 changes | history) . . (-383)‎ . . [Umbire the Phantom‎; Ion frigate‎] &nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 05:18 (cur | prev) . . (-140)‎ . . Ion frigate (talk | contribs) (remove reference to ,) &nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 00:32 (cur | prev) . . (-243)‎ . . Umbire the Phantom (talk | contribs) (Then it's not unused) &nbsp;m&nbsp;&nbsp;&nbsp;00:35&nbsp; `‎ (diff | hist) . . (+13)‎ . . Umbire the Phantom (talk | contribs) (→‎Historical uses: word choice) 22 July 2023 &nbsp;m&nbsp;&nbsp;&nbsp;07:35&nbsp; 0‎‎ (2 changes | history) . . (+8)‎ . . [Umbire the Phantom‎ (2×)] &nbsp;m&nbsp;&nbsp;&nbsp; 07:35 (cur | prev) . . (+9)‎ . . Umbire the Phantom (talk | contribs) (potholes) &nbsp;m&nbsp;&nbsp;&nbsp; 06:46 (cur | prev) . . (-1)‎ . . Umbire the Phantom (talk | contribs) (spacing, typo)
# Storage room In SLASH'EM, the storage room is located between levels 19 and 26. It has a 66% chance of being generated. It simply contains a chest on top of a burned message in a rooms-and-corridors level. Contents 1 Level 2 dNetHack 3 See also 4 Reference Level There are three different versions of the storage room. The first one contains a chest, a random wand, two random tools, a random amulet, and a random ring; all are on top of a burnt message reading "Begone! Keep Off! Shoo!". The second contains a chest, a random wand, two random tools, a random ring, a ring of regeneration, and a random gem, placed on top of a burnt message reading "Danger! Cursed Items! Do Not Touch!". In spite of the warning, all of the items are of random beatitude. The third storage room variant contains a chest, two random wands, three random tools, and a random ring, on a burnt message reading "Property of the Wizard! Do Not Touch!". All three storage variants contain three random traps, and are contained in a rooms-and-corridors level containing six random items, five random monsters, and four random traps. dNetHack In dNetHack, there are a few more levels possible along with the previous ones): "Army of Yendor armory annex. Trespassers will be shot." (2 wands, 8 flack helmets, 6 random weapons) "Mine, not yours. You touch, you're dead!" (2 wands, 2 weapons, 4 food) "Property of the Dungeons of Doom municipal library. Do not remove." (2 spellbooks, 3 scrolls) "A Elbereth Gilthoniel, silivren penna miriel, o menel aglar elenath!" (variety of elvish stuff, 5 gems) See also Special level (SLASH'EM) Reference From file .des .
# Titan H titan Difficulty 20 Attacks Weapon 2d8, Spell-casting H titan Difficulty 20 Attacks Weapon 2d8, Spell-casting Base level 16 Base experience 553 Speed 18 Base AC −3 Base MR 70 Alignment 9 (lawful) Frequency (by normal means) 1 (Very rare) Genocidable No Weight 2300 Nutritional value 900 Size Huge Resistances None Resistances conveyed None A titan: can fly. has a head, a couple of arms, and a torso. is omnivorous. is nasty. is strong. can throw boulders. can pick up weapons and food. can pick up magical items. has infravision. can be seen through infravision. Reference monst.c#line1438 A titan, H, is a powerful type of monster that appears in NetHack. It is a giant humanoid that is a close cousin of the giants: titans are capable of flight and spellcasting, as well as lifting and throwing boulders. Contents 1 Generation 2 Strategy 2.1 As pets 3 History 4 Variants 4.1 SLASH'EM 4.2 dNetHack 4.3 EvilHack 5 Encyclopedia entry Generation Titans are very rarely seen in the dungeon by random generation, and will not be generated in Gehennom; they are most likely to appear as peaceful for lawful characters. Titans are a valid form for polymorph, and cannot be targeted for genocide. Randomly generated titans have a 50% chance of generating with a boulder. The second variant of Medusa's Island always places a titan in the entrance hall where the upstair is located. While even rarer than normal generation, it is also possible for a titan to appear within the quest branch for Cave(wo)men and Valkyries. Strategy Titans are among the more difficult monsters that can be encountered in the deepest parts of the dungeon - the possible titan on Medusa's Island in particular is one of two significant obstacles on the average dig for victory, with the other being the general presence of minotaurs. Their tendency to be peaceful towards lawful characters is considered a notable advantage compared to other alignments. Titans are alarmingly fast at 18 speed and possess a good AC of -3. They have a single weapon attack and one monster spell per round; while less physically damaging than other H, titans still make for tricky fights, especially when they summon nasties. Magic resistance can help protect against most of the spells in a titan's arsenal, and titans respect Elbereth, but many of the nasties they can summon - minotaurs, elf-lords, Elvenkings, captains, and couatls - do not. One way to avoid randomly-generated titans is to keep your experience level low. For example, assuming a character at XL 14, titans are only randomly generated starting at depths of 26 - the Dungeons of Doom can terminate on dungeon level 25 at highest and DL 29 at the lowest, and titans cannot appear in Gehennom, leaving the window of generation outside of shapeshifters and polymorph traps narrow. However, they can still be randomly generated in the Castle, on Medusa's Island, via polymorph, or during the ascension run. Taming and cancelling are possible counters to titans, though both are risky due to their high magic resistance of 70. For casters with a sufficiently high experience level, while the cancellation spell may be preferable to the wand, those capable of the required skill level in matter spells should invest in alternate and more direct options, such as the Wizard's magic missile. Putting them to sleep is similarly risky, though success means having a few free turns to inflict the necessary damage without fear of retaliation; a wielded potion of sleeping is a good choice for this. Cockatrice corpses can render titans a non-issue with gloves and good to-hit, and cockatrices are conveniently found among the nasties a titan can summon; conflict can also turn a titan's summoned nasties against them or each other, at minimum diverting their focus from you. As pets Titans are superb fighters and pet candidates, due to the combination of flight, spellcasting, weapon attack, excellent speed, and solid defenses. Their natural AC easily compensates for an inability to wear torso armor, and their size also makes them immune to engulfing, which prevents an untimely instadeath by digestion. A given shield of reflection is ideal for protection from a wand of death, and a unicorn horn is standard for any humanoid pet; ensure that the titan is wielding a suitably powerful one-handed weapon before leaving the shield for them, as they may instead wield the unicorn horn and leave no room to wear one. Titans and balrogs are among the best monsters that can be made pets via polymorph trap, and both can be outfitted with limited armor and weapons. Unlike balrogs titans are not inediate, but can easily keep themselves fed - even so, be wary if a tamed titan becomes confused from hunger. 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. Monsters that eat food can gain intrinsics from corpses, allowing a titan to gain poison resistance and other intrinsic resistances that can vastly increase their survival odds. History The titan is introduced in NetHack 3.0.0. Variants SLASH'EM In SLASH'EM, titans can be genocided. They also resist death rays. dNetHack In dNetHack, titans are primordials, and can appear as the ruler of a throne room (which functions rather differently in this variant); a titan's throne room audience will include many giants among them. EvilHack In EvilHack, hostile titans are all the more threatening due to the increased number of monster spells - however, this also makes them even more popular as pets, since EvilHack allows tame spellcasting monsters and players in the form of a spellcasting monster to use those monster spells in combat. Encyclopedia entry Gaea, mother earth, arose from the Chaos and gave birth to Uranus, heaven, who became her consort. Uranus hated all their children, because he feared they might challenge his own authority. Those children, the Titans, the Gigantes, and the Cyclops, were banished to the nether world. Their enraged mother eventually released the youngest titan, Chronos (time), and encouraged him to castrate his father and rule in his place. Later, he too was challenged by his own son, Zeus, and he and his fellow titans were ousted from Mount Olympus. [ Greek Mythology, by Richard Patrick ]
# Spellcasting Keyboard commands ~ ! @ # $ % ^ &amp; * ( ) _ = + Q W E R T Y U I O P { } | q w e r t y u i o p [ ] \ A S D F G H J K L : " a s d f g h j k l ; ' Z X C V B N M &lt; &gt; ? z x c v b n m , . / q w e r t u i o p Alt a s d f j l Alt c v n m ? Alt A C R T O Alt a c d o p r t [ Ctrl For monsters' spellcasting mechanics, see monster spells. In NetHack, spellcasting is the act of casting a spell, done by using the Z command. Casting a spell uses your innate magical power as a source, rather than using an external source of magic such as a scroll or wand. Healers, Monks, Priests and Wizards begin the game with knowledge of one or more spells, whose corresponding spellbooks appear in their initial inventory; other roles must find at least one spellbook and successfully read it first. Contents 1 Basics 2 Spellcasting costs 3 Forgotten spells 4 Calculating spell success rate 4.1 Minimum spell failure rates 5 Effects 5.1 Range 5.2 To-hit 5.3 Damage 6 Strategy 6.1 Role and attribute strategy 6.2 Skill and experience strategy 7 History 8 Variants 8.1 SLASH'EM 8.2 FIQHack 9 External links 10 References Basics You must know at least one spell in order to cast; when casting a spell, a menu of known spells and their chance of failure is displayed. You can also view your list of known spells by pressing +, and pressing + again allows you to rearrange the spells so you can place them on more convenient letters. A spell's chance of failure is affected by your spellcasting attribute (either intelligence or wisdom), experience level, skill level, your role's innate magical affinity, and what armor you are wearing: metal armor in particular can impact chances of success, as well as any worn shield and their material if applicable. Failure rates can be reduced by wearing a robe, and can be additionally reduced further if the spell is an emergency spell or your role's special spell. For details, see the article section on how to calculate spell failure chance. When you attempt to cast a spell, the game rolls for success or failure against this rate, with a message coming up if you failed to cast the spell; otherwise, the spell immediately takes effect, prompting for a direction if necessary. Training skills in spell schools is done by successfully casting spells in that school, and raises the percentage by an amount equal to the spell's level; the spell itself does not have to directly affect anything. Casting spells requires a certain amount of energy and nutrition proportionate to the spell's level; failing to cast a spell correctly uses up only a portion of that energy, and the detect food spell does not drain nutrition when cast.[1][2] Wizards have access to hungerless casting that can reduce or even eliminate nutrition costs, based on their intelligence score. You cannot cast a spell if you lack the required energy, and in certain circumstances your energy or nutrition can be drained enough that an otherwise successful spell will end up failing; see spellcasting costs for further information. There are also other circumstances and requirements that can affect spellcasting: You cannot cast spells if you are stunned.[3] Your strength must be at least 4 to cast a spell, unless you are trying to cast restore ability. You cannot be overtaxed or overloaded in terms of encumbrance. You must also be capable of physically vocalizing the spell to cast it[4] – strangulation and polyforms that are headless, only make animal sounds or are otherwise incapable of speaking (e.g., grid bug, jabberwock, mimic, jaguar) will stop you from casting spells. You must also have at least one free hand to direct the energy – this means you cannot cast if there are cursed weapons or shields in both hands. This only applies if you are in a form that has hands; polyforms that lack hands do not prevent you from casting. If confused, you can attempt to cast spells, but they will always fail with the same effects as random spell failure. While using teleport at will is also considered to be a cast of a spell, and follows many of the same rules as casting teleport away, there are a few notable differences - teleport at will ignores failure rates, for instance. Spellcasting costs Each spell costs an amount of energy equal to 5 times the spell's level in order to cast;[5] if you are carrying the Amulet of Yendor, it drains an amount of energy between 1 point and 2 times the usual cost as you attempt to cast.[6]. If you do not have the required energy to cast the spell, nothing happens; if the Amulet drains enough energy to prevent the spell being cast, this uses up a move.[7] If you have the energy for a spell and fail to cast it correctly, only half of that spell's energy cost (rounded down) is used up. In addition, casting any spell other than detect food uses an amount of nutrition equal to two times the energy cost; this is usually 10 times the spell's level, before factoring in reduced-hunger casting for Wizards (hungerless casting ignores this entirely). A failed cast of a spell costs as much as a successful one, and carrying the Amulet has no impact on nutrition costs. Being weak and very close to fainting from hunger can prevent you from properly casting any spell other than detect food; fainting will outright prevent casting of those other spells, regardless of whether or not you have hungerless casting. As an example, casting a level 3 spell normally requires 15 energy and 30 nutrition; if you fail to cast it, only 7 energy is used. When carrying the Amulet of Yendor, there is an energy penalty of 1 to 30 points, so the total energy cost varies from 16 to 45. The nutrition cost will always be 30 regardless of the circumstance. Forgotten spells Spell knowledge lasts for 20,000 turns after learning the spell from a spellbook; a spell is forgotten once this duration expires, and forgotten spells are marked with an asterisk * in the casting menu. Re-reading a spellbook for a spell with a timeout at or below 1,000 turns will refresh knowledge of that spell and reset the timeout to 20,000 turns;[8] attempting to read a spellbook before the timeout is low enough will not use up a reading of the spellbook (meaning it will not result in a usage fee with unpaid spellbooks in a shop).[9] Attempting to cast a forgotten spell will leave you confused and/or stunned, with the duration dependent on the level of the forgotten spell; this does not consume any nutrition or power. The exact effects of casting a forgotten spell are as follows:[10] Probability Effect 40% confused for (spell-level + 1) * 3 turns 30% confused for (spell-level + 1) * 2 turns stunned for (spell-level + 1) turns 20% confused for (spell-level + 1) turns stunned for (spell-level + 1) * 2 turns 10% stunned for (spell-level + 1) * 3 turns Forgotten spells are a common way to deliberately become confused and invoke the alternative effects of certain scrolls. Calculating spell success rate The spell failure rate given in the spellcasting menu is calculated using the listed algorithm below, and the values in the table below this list, with higher numbers signifying harsher penalties (limited to a maximum of 20): Start with the "base" value associated with your role. Each role also has an "Emergency" modifier for emergency spells - specifically, remove curse and all healing spells except for stone to flesh - that is applied when casting such a spell.[11] If you are wearing any shield, add the amount in the "shield" field. Though these amounts are small, note that wearing any shield other than a small shield also incurs a severe penalty later in the success chance calculation. If you are wearing metallic body armor, add the amount in the "Suit" field. If you are also wearing a robe, only add half the amount (rounded down).[12] If you are wearing a robe without metallic armor, then subtract the amount in the "Suit" field. [13] If you are wearing a metallic helmet other than the helm of brilliance, add 4.[14][15] If you are wearing metallic gloves, add 6.[16] If you are wearing metallic boots, then add 2.[17] If you are casting the corresponding special spell for your role (also listed in the table), subtract 4. Class Base Emergency Shield Suit Stat Special spell Archeologist 5 0 2 10 Int Magic mapping Barbarian 14 0 0 8 Int Haste self Caveman 12 0 1 8 Int Dig Healer 3 -3 2 10 Wis Cure sickness Knight 8 -2 0 9 Wis Turn undead Monk 8 -2 2 20 Wis Restore ability Priest 3 -2 2 10 Wis Remove curse Ranger 9 2 1 10 Int Invisibility Rogue 8 0 1 9 Int Detect treasure Samurai 10 0 0 8 Int Clairvoyance Tourist 5 1 2 10 Int Charm monster Valkyrie 10 -2 0 9 Wis Cone of cold Wizard 1 0 3 10 Int Magic missile 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. Knights can now cast clerical spells as if they were not wearing metallic body armor, including the bonus for any worn robes. Next, calculate your base chance of success, which is 5.5 times either your intelligence or wisdom depending on your role (see the "Stat" field). The maximum natural human Int/Wis of 18 gives a 99% base success rate. This chance is modified by the following factors: SKILL level (Unskilled = 0, Basic = 1, Skilled = 2, Expert = 3) spell level (LVL) experience level (XL) The formula used to modify this chance is:[18] difficulty = (LVL * 4) - (SKILL * 6) - (XL/3) - 5 If difficulty is positive, the spell is considered difficult. Your chance is reduced according to the following formula. A difficulty of 1 therefore gives a 53% penalty, and a difficulty of 9 gives a 100% penalty. If it is negative, it will be increased with diminishing returns: the absolute value is multiplied by (15/LVL), capped at 20, and added to the base chance. A level 1 spell therefore achieves the full 20% bonus with a difficulty of -2. A level 7 spell cannot achieve a better difficulty than -5, which gives a bonus of 10%. The resulting chance is clipped to the range of 0% to 120% success. If you are wearing a shield larger than a small shield, the chance is then reduced to 1⁄4 of the amount, or else halved if it is the special spell for your role[19] Finally, the chance of success is adjusted by your total penalty using the following formula: The result is clipped to the range of 0% to 100% success. One non-obvious consequence of this calculation is that sometimes gaining an experience level divisible by 3 can have a very large effect on the success rate of some spells.[20] Spell Level Skill Level XL for large improvement 2 unskilled 9 3 unskilled 21 4 basic 15 5 basic 27 5 skilled 9 6 skilled 21 7 expert 15 Minimum spell failure rates Because "chance" in the above section is capped at 120%, there is a point where improving your skill, spellcasting stat, or level will not decrease spellcasting failure rates. The only way to decrease failure rates below the listed minimum is to reduce your spellcasting penalty (by putting on a robe or removing penalizing armor). The following table shows the minimum spell failure rates for a given penalty, not including the penalty change of -4 from your special spell: Penalty Min. failure rate ...with large shield ...with large shield, special spell ≤-4 0 60+3*penalty 0 -3 0 51 5 -2 0 54 10 -1 0 57 15 0 0 60 20 1 0 63 25 2 0 66 30 3 0 69 35 4 0 72 40 5 0 75 45 6 0 78 50 7 3 81 55 8 12 84 60 9 21 87 65 10 30 90 70 11 39 93 75 12 48 96 80 13 57 99 85 14 66 100 90 15 75 100 95 16 84 100 100 17 93 100 100 ≥18 100 100 100 Effects Many spells have a corresponding wand, scroll or potion whose effects are similar or exactly the same.[21][22][23] Range The distance of a beam-type spell ranges from 6–13 squares.[24] The distance of the ray from a spell of dig ranges from 8–25 squares;[25] all other ray-type spells have a range of 7–13 squares.[26] To-hit For applicable offensive spells, the chance of hitting a target with a given AC is based on a d20 roll, with an additional spell bonus calculated by taking the sum of all penalties and bonuses from your dexterity and the relevant spell skill (similar to physical combat).[27][28] If the chance is 0, success is calculated using this formula, where is the spell bonus: Otherwise, negative AC is 'weakened' to a random number between -1 and the actual AC, and the success is calculated using this formula, where is the spell bonus and the chance is represented by :[29] Damage A spell damage bonus based on intelligence (INT) and experience level (XL) is used in most attack spell damage calculations:[30] Criteria Bonus INT &lt;= 9 -3 INT &lt;= 13 OR XL &lt; 5 0 INT &lt;= 18 +1 INT &lt;= 24 OR XL &lt; 14 +2 INT = 25 +3 Each spell has its own damage calculations that usually include this bonus in some manner: Force bolt: 2d12 + spell damage bonus[31] Drain life:[32][33] base d8 d4 for level 0 monsters 4-8 for adult dragons 5-8 for named demons (though they are normally immune) (base health) / (base level) for golems Spell damage bonus is added after factoring the above, then damage is halved if the monster resists: otherwise, the spell deals double damage and also inflicts damage to max HP Magic missile:[34] (XL / 2 + 1)d6 + spell damage bonus no damage if the monster has magic resistance Cone of cold (below Skilled):[35] (XL / 2 + 1)d6 + spell damage bonus; additional (XL / 2 + 1)d3 if monster has fire resistance Fireball (below skilled)[36] Base 12d6 damage explosion centered at the monster; no spell damage bonus modified like Skilled below Cone of cold and fireball (skilled or expert)[37] 2 to 9 explosions covering a 3 x 3 space, the first centered on a starting point up to 10 steps away, remaining centered randomly 9 spaces centered on starting point base + spell damage on each monster in affected space for each explosion Cone of Cold and monster has fire resistance or Fireball and monster has cold resistance: double damage[38] Monster resists: 1/2 damage additional damage for destroyed items[39] Strategy The three primary methods to improve your spellcasting rates are: Increasing the relevant spellcasting attribute. Increase your skill in the desired spell school(s). Wear armor appropriate to your role's spellcasting abilities. Role and attribute strategy Your casting attribute, role Base value (per the above table), and metal armor determine your success chance for low-level spells. Experience level and spell school skill can raise your chance for high-level spells up to the chance of low-level spells, but will not make low-level spells more reliable. Each point of your spellcasting attribute up to 16 is significant in determining your success chance with "easy" spells. Roles with lower base spellcasting penalties (i.e. "base" values of 5 or lower) may be able to get by with fewer points in that attribute, but tend to start with that attribute at the racial maximum in any case. An intelligence or wisdom score of 17-18 is significant for roles with higher base penalties or low-penalty roles wearing metal armor; score of 19-22 are significant for high-level spells that the 20-point "easy" bonus does not apply to; and scores of 23 or higher are only significant for "difficult" spells, which generally have low success chances regardless. With a base success chance of 120%, your spellcasting penalty (Base modified by armor) must be 6 or less to achieve an overall 100% success chance. Roles that can achieve this without a robe are Archeologist, Healer, Priest, Tourist, and Wizard. Roles that can achieve this when casting emergency spells or their special spell are Knight and Monk. Roles that can achieve this with their special spell only are Ranger, Samurai, Rogue, and Valkyrie. The remaining two roles, Barbarian and Caveman, cannot achieve 100% success chance in any spell without a robe. Skill and experience strategy Spells are much easier to cast when their difficulty is zero or less. The following table lists the most difficult spell level that is still considered easy (i.e. with no penalty for spell level) given a set of particular experience and skill levels. Highest easy spell level Xlvl Unskilled Basic Skilled Expert 1–2 1 2 4 5 3–8 1 3 4 6 9–14 2 3 5 6 15–20 2 4 5 7 21–26 3 4 6 7 27–30 3 5 6 7 If your Intelligence or Wisdom is high, spells of this level or below are likely to have a near-100% base success chance. It is still possible to cast non-easy spells, but they tend to have much lower success chances. One exception is a high-level Monk wearing a robe; they get enough of a bonus from it that even difficult spells of up to level 5 can be 100% reliable. With 22 wisdom from a helm of brilliance, level 6 spells can also have a 100% success chance. History Spellcasting is introduced along with spellbooks in NetHack 1.3d. A spell first had to be learned by transcribing it from the spellbook, which would then disappear from your inventory afterward - if the transcription was successful, you could then use the #cast extended command to use the spell. Transcribing a spell would always fail and use up the spellbook if you were blind or confused. A given spell had a limited number of castings before it expired, and another spellbook is required in order to re-learn the spell. Armor interactions with spellcasting were introduced in NetHack 3.2.0, and the integration of the Wizard Patch into NetHack 3.3.0 marks the origin of the current spellcasting system. In NetHack 3.6.0 and previous versions, including some variants based on these versions, the Amulet of Yendor would increase the cost of casting a spell, instead of draining energy as you tried to cast it. This meant that it would also increase the nutrition cost, and it would not prevent emergency uses of a spell. In the example above of casting a level 3 spell, if you had only 16 energy left, you could still try again and again, without using any time, until the random penalty is rolled as 1.[40] This was fixed in NetHack 3.6.1. Variants Many variants of NetHack end up making changes to the spellcasting system in some manner. SLASH'EM Main article: Spellcasting (SLASH'EM) SLASH'EM makes several changes to NetHack's spellcasting: New spells have been added, and several existing ones have been reshuffled. SLASH'EM roles also tend to be more proficient in spell skills than their vanilla counterparts. FIQHack FIQHack has many changes to spellcasting for both players and monsters: There are four new spells, all of which are level 7: Charging (enchantment), which is equivalent to an uncursed scroll of charging. Phase (escape), which gives 21-60 (additional) turns of phasing. Astral eyesight (divination), gives 11-30 turns of astral vision. Summon nasty (clerical), which is equivalent to the vanilla monster spell and summons tame monsters if you target a hostile monster. The spell of identify is altered: When cast at unskilled, the spell only identifies object type, appearance, and artifacts. At Basic, it also IDs enchantment, object properties, charge count, tin content and egg type. At Expert, the spell identifies fooproof state. Various other spells have their levels changed: Dig is level 2 Identify is level 2 Cancellation is level 5 Teleport away is level 5 Polymorph is level 7 Create familiar is level 2 The spell of create monster is replaced with the spell of summoning. Summoned monsters disappear after a set number of turns, based on casting skill. Magic missile does less damage if cast at levels lower than expert. Spellcasting no longer exercises wisdom; some spells can be maintained, which slowly drains energy but provides a continuous effect. Instead of a spell failure percentage, the amount of power required to cast a spell changes: Spell cost is (base cost) * 100 / success%. Force bolt costs 5pw at 0% fail, 10pw at 50% fail, 20pw at 75% fail, 500pw at 99% fail, 1000pw at 100% fail (treated as 99.5%) The Amulet doubles spell cost, instead of randomly draining 2-3x energy per spell. Monsters use the same spellcasting system as players, which means that high-level spellcasting monsters have a lot of energy and can cast multiple spells quickly. Monsters can also pick up and read spellbooks to gain new spells. The curse items monster spell no longer exists, but certain curse effects are stronger and more common. Bones ghosts may be replaced by equivalent player monsters with the same spells as the late player. External links NetHack Spell Failure Rate Calculator (JavaScript) Older version of the above References ↑ src/spell.c in NetHack 3.6.0, line 982: Failing to correctly cast a spell wastes only half of casting cost. ↑ src/spell.c in NetHack 3.6.0, line 929: Detect food has no casting hunger cost. ↑ src/spell.c in NetHack 3.6.6, line 644 ↑ src/spell.c in NetHack 3.6.6, line 644 ↑ src/spell.c in NetHack 3.6.0, line 908: Spell cost. ↑ src/spell.c in NetHack 3.6.1, line 952: Amulet of Yendor's penalty on spell cost. ↑ src/spell.c in NetHack 3.6.1, line 956: Attempting to cast a remembered spell without enough energy uses a move if Amulet drain occurred. ↑ src/spell.c in NetHack 3.6.0, line 379: Refreshing or learning a spell. ↑ src/spell.c in NetHack 3.6.0, line 376: Reading book of keenly known spell. ↑ spell_backfire in src/spell.c in NetHack 3.6.0: Casting a forgotten spell. ↑ src/spell.c in NetHack 3.6.0, line 1618: List of emergency spells. ↑ src/spell.c in NetHack 3.6.0, line 1601: Robe worn over metallic armor halves the spellcasting penalty of the armor. ↑ src/spell.c in NetHack 3.6.0, line 1603: Robe worn without metallic body armor increases spellcasting chance. ↑ src/spell.c in NetHack 3.6.0, line 95: Metal helmets interfere with the mind. ↑ src/spell.c in NetHack 3.6.0, line 1608: Helm of brilliance imposes no spellcasting penalty. ↑ src/spell.c in NetHack 3.6.0, line 96: Casting channels through the hands. ↑ src/spell.c in NetHack 3.6.0, line 97: All metal interferes to some degree. ↑ src/spell.c in NetHack 3.6.0, line 1643: Spellcasting chance formula. ↑ src/spell.c in NetHack 3.6.0, line 1673: Big shields significantly impair spellcasting. ↑ http://www.chiark.greenend.org.uk/~damerell/games/spellcliff.txt ↑ src/spell.c in NetHack 3.6.0, line 1044: wand similar ↑ src/spell.c in NetHack 3.6.0, line 1096: scroll similar ↑ src/spell.c in NetHack 3.6.0, line 1112: potion similar ↑ src/zap.c in NetHack 3.6.0, line 2849: beam spell range ↑ src/dig.c in NetHack 3.6.0, line 1442: dig spell range ↑ src/zap.c in NetHack 3.6.0, line 3846: ray spell range ↑ src/zap.c in NetHack 3.6.0, line 3733: spell to hit calculation ↑ src/zap.c in NetHack 3.6.0, line 2906: spell hit bonus ↑ src/hack.c in NetHack 3.6.0, line 294: negative ac weakened ↑ spell_damage_bonus in src/zap.c in NetHack 3.6.0: spell damage bonus ↑ src/zap.c in NetHack 3.6.0, line 160: force bolt damage ↑ src/zap.c in NetHack 3.6.0, line 371: drain life damage ↑ monhp_per_lvl in src/makemon.c in NetHack 3.6.0: drain life damage routine ↑ zhitm in src/zap.c in NetHack 3.6.0: routine containing mm and cold damage ↑ zhitm in src/zap.c in NetHack 3.6.0: routine containing mm and cold damage ↑ zap.c in NetHack 3.6.1, line 4035 ↑ src/spell.c in NetHack 3.6.0, line 1010: skilled cold and fireball ↑ src/explode.c in NetHack 3.6.0, line 400: skilled cold and fireball resistance adjustments ↑ explode.c in NetHack 3.6.1, line 445 ↑ https://github.com/NetHack/NetHack/commit/8ff02c11d9979497396d4921bf0d7cf81808c5d1 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.
# Talk:Titan I polymorphed my perfectly normal pet cat into an invisible titan (it was called "invisible titan") through a polymorph trap. Is this a special species or do they come invisible? 198.166.56.197 11:47, 6 May 2008 (UTC) Titans aren't generated invisible but they can cast make invisible. They'll usually do it quite quickly too, usually within a few turns of you meeting them. A tame or peaceful titan will only do it if the player can see invisible so you don't have to worry about bumping into them and accidently angering them. ContraDuck 13:48, 6 May 2008 (UTC) Elbereth Some people keep editing the article to say titans do not respect Elbereth. They do, please wizmode-test it yourself before changing it again. However, Elbereth will not keep titans from summoning nasties, and some nasties do not respect Elbereth or have a breath weapon. -Tjr 14:41, 16 July 2009 (UTC) Peaceful Titan becoming hostile without reason This now happened twice to me: I was playing a lawful character, and the Titan on Medusa's level was peaceful when I entered it the first time, but when I returned after killing Medusa he suddenly had become hostile without apparent reason. What is going on? --132.230.195.196 09:24, 30 April 2016 (UTC)
# Ice mage quest The Ice Mage quest sees you fighting the Earth Mage for The Storm Whistle. For more information on the quest branch in general, see the quest article. Home level The Great Ring of Ice Locate level The Earth Mage's Cave Goal level The Lair of the Earth Mage Leader High Ice Mage Guardians frosters Nemesis Earth Mage Quest Artifact The Storm Whistle Contents 1 Levels 1.1 The Great Ring of Ice 1.2 Upper filler level 1.3 The Cave of the Earth Mage 1.4 Lower filler level(s) 1.5 The Lair of the Earth Mage 2 Messages 2.1 Entry 2.2 Quest guardians 2.3 Quest leader 2.3.1 Encouragement 2.4 Locate and goal levels 2.5 Quest nemesis 2.5.1 Discouragement 2.6 Victory 2.7 Post-quest Levels Random monsters on this Quest are generated with the following frequencies: 96/175 (55%) rust monster 24/175 (14%) random R 24/175 (14%) xorn 6/175 (3%) random X 1/7 (14%) normal random monster The Great Ring of Ice &nbsp;............................................................................&nbsp;............................................................................&nbsp;...................&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;........................................&nbsp;..................&nbsp;&nbsp;...............&nbsp;&nbsp;.......................................&nbsp;.................&nbsp;&nbsp;..&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;..&nbsp;&nbsp;......................................&nbsp;................&nbsp;&nbsp;..&nbsp;&nbsp;&nbsp;....&nbsp;&nbsp;&nbsp;&nbsp;.....&nbsp;&nbsp;&nbsp;.....................................&nbsp;.....&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;..&nbsp;&nbsp;.....&nbsp;&nbsp;.....&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;...................................&nbsp;....&nbsp;&nbsp;............&nbsp;&nbsp;.....&nbsp;&nbsp;..&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;......&nbsp;&nbsp;&nbsp;.................................&nbsp;...&nbsp;&nbsp;..&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;...&nbsp;&nbsp;&nbsp;&nbsp;..&nbsp;&nbsp;&nbsp;&nbsp;..........&nbsp;&nbsp;................................&nbsp;..&nbsp;&nbsp;..&nbsp;&nbsp;.............&nbsp;&nbsp;....&nbsp;&nbsp;&nbsp;&nbsp;...}}}}}}....................................&nbsp;..&nbsp;..&nbsp;&nbsp;.............&nbsp;&nbsp;..&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;..}}}@...}}}..&nbsp;&nbsp;..............................&nbsp;.&nbsp;&nbsp;....&nbsp;............&nbsp;..&nbsp;&nbsp;&nbsp;.....}}..@@(...}}..&nbsp;&nbsp;.............................&nbsp;.&nbsp;&nbsp;.....&nbsp;&nbsp;..........&nbsp;&nbsp;.....&nbsp;&nbsp;&nbsp;..}}}....}}}..&nbsp;&nbsp;..............................&nbsp;..&nbsp;&nbsp;...&nbsp;&nbsp;............&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;...}}}}}}...&nbsp;&nbsp;...............................&nbsp;...&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;......................&nbsp;&nbsp;.........&nbsp;&nbsp;.................................&nbsp;...............................&nbsp;&nbsp;&nbsp;......&nbsp;&nbsp;..................................&nbsp;.................................&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;........................^..........&nbsp;............................................................................&nbsp;............................................................................&nbsp;............................................................................ The two-way magic portal back to the Dungeons of Doom is at the marked point at the bottom right. The High Ice Mage is at the center of the circle, along with five frosters and a chest In addition, there are also two other peaceful frosters, two peaceful white dragons, and a peaceful baby white dragon, presumably the child of the other two. The circle is besieged by five earth elementals and four xorn; there are also six randomly-placed falling rock traps and two randomly-placed magic traps. The entire level is no-teleport and has undiggable walls and floor. Upper filler level This is a ice-plain level, with seven earth elementals and three xorn; six random objects; and seven random traps. The Cave of the Earth Mage &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;....&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;....&nbsp;&nbsp;&nbsp;&nbsp;..&nbsp;&nbsp;&nbsp;&nbsp;...&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;..&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;.&nbsp;&nbsp;&nbsp;.&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;......................&nbsp;&nbsp;&nbsp;&nbsp;.&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;..&nbsp;&nbsp;&nbsp;...&nbsp;...........&nbsp;............&nbsp;&nbsp;.&nbsp;&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;. The above core of this level is surrounded by empty ground, which is where the stairs up are located. The mapped area contains ten earth elementals and four xorn, all placed at random. There are also nine random objects; four randomly-placed falling rock traps and two other randomly-placed traps in the mapped area. The entire level is no-teleport and has an undiggable floor. Lower filler level(s) These are cavernous levels, with seven earth elementals and two xorn; five random objects; five randomly-placed falling rock traps; and two other random traps. The Lair of the Earth Mage &nbsp;...................................&nbsp;.....&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;.&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;......&nbsp;...&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;......#......&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;...&nbsp;..&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;...|---------|...&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;..&nbsp;.&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;..|--.........--|..&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;.&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;.|-...&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;...-|.&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;..|...&nbsp;&nbsp;.....&nbsp;&nbsp;...|..&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;.|-..&nbsp;&nbsp;.......&nbsp;&nbsp;..-|.&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;.|...&nbsp;&nbsp;..._...&nbsp;&nbsp;...|.&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;.|-..&nbsp;&nbsp;.......&nbsp;&nbsp;..-|.&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;..|...&nbsp;&nbsp;.....&nbsp;&nbsp;...|..&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;.|-...&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;...-|.&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;.&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;..|--.........--|..&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;.&nbsp;..&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;...|---------|...&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;..&nbsp;...&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;......#......&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;...&nbsp;.....&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;.&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;.....&nbsp;................................... The above core of the level is surrounded by empty ground. The Earth Mage, with the Bell of Opening and the Storm Whistle, is at the marked unaligned altar. Randomly placed on the level are eight earth elementals and five xorn; seven random objects; four falling rock traps, and two random traps. The walls of the Lair are undiggable; teleportation is permitted. Messages Entry First time: The howling arctic wind is like a welcome home for you. Off in the distance, you can see the familiar ice crags that surround the great Ring of Ice. Suddenly, the hairs on your neck stand on end as you detect the aura of evil magic in the air. Next time: Once again, you near the great Ring of Ice. You know that the High Ice Mage will be waiting. If already rejected twice due to bad alignment: Again, and you think possibly for the last time, you approach the great Ring of Ice. Quest guardians If #chatting before the quest is complete: "Our enemies come from beneath the earth itself!" "Remember to pack a pick-axe!" "There has been little studying accomplished since the horde arrived." "The horde is mighty in numbers, but they have little courage." "The High Ice Mage has helped defend us, but our strength is fading." If #chatting after the quest is complete: "Remember to pack a pick-axe!" "Since the defeat of the hoarde, all can concentrate fully on our studies!" "The frozen lake looks beautiful today" "I always knew the Earth Mage was too warm blooded to defeat us!" "I've been trying to alter cone of cold from Vanilla to Chocolate - yum!" Quest leader When you first meet your quest leader: "Ah, <playername>. You have returned at last. The world is in dire need of your help. There is a great quest you must undertake. "But first, I must see if you are ready to take on such a challenge." When you return, having been rejected due to lack of experience: "<playername>, you are back. Are you ready now for the challenge?" This message is not currently used: "Again, you stand before me, <playername>. Surely you have prepared yourself." When you are expelled from the quest for having failed the alignment test seven times: "Pah! You have betrayed the gods, <player>. You will never attain the glory which you aspire to. Your failure to follow the true path has closed this future to you. "I will protect these people as best I can, but soon the Earth Mage will overcome me and destroy all who once called you <brother|sister>. Now begone!" When being rejected due to lack of experience: "<playername>, I fear that you are as yet too inexperienced to face the Earth Mage. Only a Permafroster with the help of <deity> could ever hope to defeat him." When being rejected due to having worse than pious alignment: "<playername>! You have wandered from the path of the <alignment>! If you attempt to overcome the Earth Mage in this state, he will surely enslave your soul. Your only hope, and ours, lies in your purification. Go forth, and return when you feel ready." When finally assigned the quest: "The world is in great need of your assistance, <playername>. "About six months ago, I learned that a mysterious sorcerer, known as the Earth Mage, had begun to summon a large group of elementals and monsters. "The Earth Mage and his horde swept down upon the great Ring of Ice and stole the Storm Whistle. He seeks to bend it to his will. After we regrouped, I sent forth a summons for you. "If the Earth Mage can bend the Storm Whistle to his will, he will become almost indestructible. He will then be able to summon our elementals to him. You are the only hope. The gods smile upon you, and with <deity> behind you, you alone can defeat the Earth Mage. "You must go to the Earth Mage's Cave. From there, you can track down the Earth Mage, defeat him, and return the Storm Whistle to us. Only then will the world be safe." Encouragement If you subsequently chat to your quest leader, you are encouraged: "The Earth Mage is strong in the dark arts, but not immune to cold steel." "Remember that the Earth Mage is a great sorcerer. He has lived for a thousand years." "If you fail, <playername>, I will not be able to protect these people long." "To enter the Earth Mage's Cave, you must be very stealthy. The horde will be on guard." "Call upon <deity> in your time of need." "May <deity> protect you, and guide your steps." "If you can lay hands upon the Storm Whistle, carry it for good fortune." "I cannot stand against the Earth Mage's sorcery. But <deity> will help you." "Do not fear the Earth Mage. I know you can defeat him." "You have a great road to travel, <playername>, but only after you defeat the Earth Mage." Locate and goal levels When first entering the locate level: The air is heavy and claustrophobic. You know that you have located the Earth Mage's Cave. When returning: Yet again you have a chance to infiltrate the Earth Mage's Cave. When first entering the goal level: The hairs on the nape of your neck lift as you sense an energy in the very air around you. You fight down a primordial panic that seeks to make you turn and run. This is surely the lair of the Earth Mage. When returning: Yet again you feel the air around you heavy with malevolent magical energy. Quest nemesis When first encountering the quest nemesis: "So. This is what that second rate sorcerer the High Ice Mage sends to do his bidding. I have slain many before you. You shall give me little sport. "Prepare to die, Ice Mage." Upon further meetings: "I have wasted too much time on you already. Now, you shall die." And on the 4th and subsequent meetings: "You return yet again, Ice Mage! Are you prepared for death now?" When you have the Storm Whistle, but the Earth Mage is still alive: "I shall have the Storm Whistle back, you pitiful excuse for an Ice Mage. And your life as well." Discouragement The Earth Mage will occasionally utter maledictions: "My pets will dine on your carcass tonight!" "You are a sorry excuse for a <currentrank>." "Run while you can, Ice Mage. My next spell will be your last." "I shall use your very skin to bind my next grimoire." "<deity> cannot protect you now. Here, you die." "Your <alignment> nature makes you weak. You cannot defeat me." "Come, Ice Mage. I shall kill you, then unleash the horde on your people." "Once you are dead, my horde shall finish off the High Ice Mage, and your people." "Fight, Ice Mage, or are you afraid of the mighty Earth Mage?" "You have failed, Ice Mage. Now, my victory is complete." Victory When picking up your quest artifact: As you pick up the Storm Whistle, you feel the power of it flowing through your hands. It seems to be in two or more places at once, even though you are holding it. When killing the nemesis: The Earth Mage falls to the ground, and utters a last curse at you. Then his body fades slowly, seemingly dispersing into the air around you. You slowly become aware that the overpowering aura of magic in the air has begun to fade. When returning to your quest leader: When the High Ice Mage sees the Storm Whistle, he smiles, and says: Well done, <playername>. You have saved the world from certain doom. What, now, should be done with the Storm Whistle? Our people, brave as they are, cannot hope to guard it from other sorcerers who will detect it, as surely as the Earth Mage did. Take the Storm Whistle with you, <playername>. It will guard you in your adventures, and you can best guard it. You embark on a quest far greater than you realize. Remember me, <playername>, and return when you have triumphed. I will tell you then of what you must do. You will understand when the time comes. When subsequently throwing the Storm Whistle to the High Ice Mage: The High Ice Mage handles the Storm Whistle for a moment, then looks at you. "You are its keeper now, and the time has come to resume your search for the Amulet. The Dungeons of Doom await your return through the magic portal which brought you here." Post-quest When talking to the High Ice Mage after the quest: "Tell us, <playername>, have you fared well on your great quest?" When talking to the High Ice Mage after getting the Amulet: "This is wondrous, <playername>. I feared that you could not possibly succeed in your quest, but here you are in possession of the Amulet of Yendor! "I have studied the texts of the magi constantly since you left. In the Book of Skelos, I found this: <deity> will cause a child to be sent into the world. This child is to be made strong by trial of battle and magic, for <deity> has willed it so. It is said that the child of <deity> will recover the Amulet of Yendor that was stolen from the Creator at the beginning of time. "As you now possess the amulet, <playername>, I suspect that the Book speaks of you. The child of <deity> will take the Amulet, and travel to the Astral Plane, where the Great Temple of <deity> is to be found. The Amulet will be sacrificed to <deity>, there on His altar. Then the child will stand by <deity> as champion of all Ice Mages for eternity. "This is all I know, <playername>. I hope it will help you." </playername></deity></deity></deity></deity></playername></deity></deity></deity></playername></playername></playername></playername></playername></alignment></deity></currentrank></playername></deity></deity></deity></playername></deity></playername></alignment></playername></deity></playername></brother|sister></player></playername></playername></playername>
# File:Forum new.gif File File history File usageNo higher resolution available. Forum_new.gif ‎(16 × 16 pixels, file size: 367 bytes, MIME type: image/gif) Icon for new forum topics, per w:Help:Forum set up File history Click on a date/time to view the file as it appeared at that time. Date/TimeThumbnailDimensionsUserComment current16:37, 15 August 200716 × 16 (367 bytes)Ray Chason (talk | contribs)Icon for new forum topics, per w:Help:Forum set up You cannot overwrite this file. File usage The following file is a duplicate of this file (more details): File:Icons-mini-comment new.gif from Wikimedia Commons There are no pages that use this file.
# File:Crystal golem.png File File history File usageNo higher resolution available. Crystal_golem.png ‎(16 × 16 pixels, file size: 278 bytes, MIME type: image/png) A 16x16 tile of the SLASH'EM monster, the crystal golem File history Click on a date/time to view the file as it appeared at that time. Date/TimeThumbnailDimensionsUserComment current05:00, 1 January 201016 × 16 (278 bytes)Ion frigate (talk | contribs)A 16x16 tile of the SLASH'EM monster, the crystal golem You cannot overwrite this file. File usage The following page uses this file: Golem (SLASH'EM)
# Related changes Enter a page name to see changes on pages linked to or from that page. (To see members of a category, enter Category:Name of category). Changes to pages on your Watchlist are in bold. Recent changes options Show last 50 | 100 | 250 | 500 changes in last 1 | 3 | 7 | 14 | 30 daysHide registered users | Hide anonymous users | Hide my edits | Show bots | Hide minor editsShow new changes starting from 17:34, 24 July 2023 Namespace: all (Main) Talk User User talk NetHackWiki NetHackWiki talk File File talk MediaWiki MediaWiki talk Template Template talk Help Help talk Category Category talk Source Source talk Forum Forum talk Video Video talk User blog User blog talk Blog Blog talk Module Module talk &nbsp;Invert selection &nbsp;Associated namespaceTag filter:Page name: Show changes to pages linked to the given page instead List of abbreviations: N This edit created a new page (also see list of new pages) m This is a minor edit b This edit was performed by a bot (±123) The page size changed by this number of bytes 20 July 2023 &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;20:21&nbsp; User talk:Umbire the Phantom‎ (diff | hist) . . (+102)‎ . . Kahran042 (talk | contribs) (→‎Edit reason for Yendorian army: - Good point.)
# Related changes Enter a page name to see changes on pages linked to or from that page. (To see members of a category, enter Category:Name of category). Changes to pages on your Watchlist are in bold. Recent changes options Show last 50 | 100 | 250 | 500 changes in last 1 | 3 | 7 | 14 | 30 daysHide registered users | Hide anonymous users | Hide my edits | Show bots | Hide minor editsShow new changes starting from 17:40, 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)
# User talk:Kynde Welcome! Welcome! Hi! Welcome, and thanks for contributing to NetHackWiki! The How to help and Style guide pages are excellent starting points. Recent changes is a great first stop, because you can see what other people are editing right this minute, and where you can help. Questions? Need help? You can ask on my talk page, at the Community Portal or on the talk page associated with each article! Just remember to sign those posts with four tildes: ~~~~. That will expand to create a signature. I'm really happy to have you here, and look forward to working with you! -- Tjr (Talk) 21:21, March 16, 2010 I answered about unholy water strategy. BTW, as an illiterate wishless, your best strategy for an enchanted weapon is to put all semi-decent weapons from your throne farm into your bag of holding, and price-identify them all. A +2 scimitar is pretty much guaranteed if you have the patience. --Tjr (talk) 08:48, 2 April 2013 (UTC) Public servers You mention on your user page that NAO is too laggy for you. Have you considered playing on nethack.eu? It doesn't have all the patches of NAO/NFI, though it does have some of them (still better than unpatched vanilla, especially because of the bug fixes). As it's in Europe, it probably isn't as laggy for you as NAO. —bcode&nbsp;talk&nbsp;|&nbsp;mail 09:16, 2 April 2013 (UTC)
# User:Chris/dNetHack/dNAOhack I have completed a merge between dNethack and NAO-nethack. The merged code compiles on Debian Linux. To-do list There is a bug with race/role selection. Role is not respecting racial alignment restrictions. Addressed There seems to be a crash bug related to the player casting as a monster using the #monster command. Possibly if they have AD_MagicMissile? Haven't been able to replicate this using a monster that is SUPPOSED to be able to cast spells. More colors? (Several dungeon areas have colored walls etc in TTY mode) Fort Knox and the Windowless Tower still need to be done. Update livelog stuff Have added livelogs for more events Track down the bug(s?) with hurtling monsters One bug is fixed. A second bug I have only second-hand reports of, and can't recreate (dnethack apparently wigged out due to an interaction between knockback, a lightsource, and a pit. It was an error-spam bug rather than a crash bug, though. Done DONE Make Drow spawn with Droven items DONE Track down the wishing bug for atma weapon DONE There is a bug in droven cloaks. The handling of new webs is wrong. DONE Track down the bug that makes weapon wielding monsters switch back and forth DONE Automata can drink blood.... DONE (potions of blood needed a corpse_number, but the potion code already used that address under the name "fromsink") Potion of blood code still uses sink code? Stream of red fluid? DONE Merge in the new races DONE AT_MAGC attacks on class-monsters enables #monster command casting of monster spells DONE Make a full-screen announcement of Demogorgon's presence DONE? Write known scrolls of ward DONE Incantifiers eat the magic of whole stacks simultaneously, instead of one item at a time. DONE <bcode> Has the levelport thing with the Windowless Tower been fixed? (where the negative and zero level numbers don't work for levelporting as they're special-cased) Teleporting inside the Tower has been fixed (though if you're warping to, say, level -1 you'd better be sure the tower reaches up that high&nbsp;:) ). You can teleport up from the top mine level to the Tower. The tower skips dungeon level 0, counting from 1 to -1. Therefore, teleporting to '0' will always have the same result. </bcode>
# Ice box ( Name ice box Appearance ice box Base price 42 zm Weight 900 Material plastic Monster use Will not be used by monsters. An ice box is a very heavy container, the main use of which is to keep corpses fresh. Contents 1 Generation 2 Effects 3 Strategy 4 SLASH'EM Generation Ice boxes are rare, but are occasionally randomly generated in the dungeons and can also appear in general stores, delicatessens, and hardware stores. (Food stores will not buy ice boxes.) An ice box can be generated with up to 20 corpses in it. Effects Corpses in an ice box will not age and will remain fit to eat or sacrifice indefinitely. They will continue decaying where they left off when removed from the box, and will be tainted if they were before being placed in the box. Ice boxes are waterproof. They have no locks. Potions do not freeze or shatter in an ice box. Since they're made of plastic, gelatinous cubes cannot eat ice boxes, which makes them good for stashes. If a container is polymorphed, all items that were in it, including heavy corpses, will be destroyed. Strategy Some ice boxes might be too heavy to remove. However, as long as no one corpse is too heavy to carry, it's possible to patiently #loot and then drop (or eat) the corpses until the box is empty. An ice box can also be emptied with the #tip command. Some players bring an ice box containing booze and snacks for the demigod bar when they ascend. Because ice boxes are heavy, this is a challenge (unless they are wished for just before ascending). SLASH'EM In SLASH'EM, there is a new type of shop, the frozen food store, which contains mainly ice boxes. In SLASH'EM polymorphing items is temporary, so a polymorphed ice box will eventually revert to a useful empty one.
# File:Dwarf.png File File history File usageNo higher resolution available. Dwarf.png ‎(16 × 16 pixels, file size: 207 bytes, MIME type: image/png) A 16x16 vanilla NetHack tile of the monster 'dwarf'. File history Click on a date/time to view the file as it appeared at that time. Date/TimeThumbnailDimensionsUserComment current08:51, 1 August 200616 × 16 (207 bytes)BotFenix (talk | contribs)A 16x16 vanilla NetHack tile of the monster 'dwarf'. Category:16x16 tiles You cannot overwrite this file. File usage The following 17 pages uses this file: Dwarf (monster) List of vanilla NetHack tiles Monster Monsters (by size) NetHack 3.2.0 NetHack 3.2.1 NetHack 3.2.2 NetHack 3.2.3 NetHack 3.3.0 NetHack 3.3.1 NetHack 3.4.0 NetHack 3.4.1 NetHack 3.4.2 NetHack 3.4.3 NetHack 3.6.0 NetHack 3.7.0 User:EasterlyIrk/Scratchpad
# Related changes Enter a page name to see changes on pages linked to or from that page. (To see members of a category, enter Category:Name of category). Changes to pages on your Watchlist are in bold. Recent changes options Show last 50 | 100 | 250 | 500 changes in last 1 | 3 | 7 | 14 | 30 daysHide registered users | Hide anonymous users | Hide my edits | Show bots | Hide minor editsShow new changes starting from 17:55, 24 July 2023 Namespace: all (Main) Talk User User talk NetHackWiki NetHackWiki talk File File talk MediaWiki MediaWiki talk Template Template talk Help Help talk Category Category talk Source Source talk Forum Forum talk Video Video talk User blog User blog talk Blog Blog talk Module Module talk &nbsp;Invert selection &nbsp;Associated namespaceTag filter:Page name: Show changes to pages linked to the given page instead List of abbreviations: N This edit created a new page (also see list of new pages) m This is a minor edit b This edit was performed by a bot (±123) The page size changed by this number of bytes 23 July 2023 &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;10:06&nbsp; Metallivore‎ (diff | hist) . . (+239)‎ . . Umbire the Phantom (talk | contribs) (not a stub, re-org, word choice, etc.) 20 July 2023 &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;13:29&nbsp; Inediate‎ (diff | hist) . . (-41)‎ . . Darth l33t (talk | contribs) (Undo revision 152507 by Coz (talk) those are "g" and already covered) (Tag: Undo) 19 July 2023 &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;16:47&nbsp; Inediate‎ (diff | hist) . . (+41)‎ . . Coz (talk | contribs) (Added gargoyles and wingeds as inediate)
# Talk:Weeping angel Written by the programmer: Added weeping angels. Weeping angels possess three melee attacks, all affected by magic cancellation: a level draining attack, a magic draining attack, and a levelporting attack. In the source mythology, they are "creatures of the abstract" that feed off both energy and the potential lives of their victims, the latter obtained by transporting them back in time. The three combined attacks are the (Un)NetHack? equivalent of this. (The levelporting attack is not yet enabled for weeping angels hitting other monsters. The current excuse is that only the player has much of a potential life to feed upon.) They also possess a gaze attack. In the source mythology, looking into the eyes of a weeping angel creates an angel within your mind. If the player is blind, they cannot see the angel's eyes, and if they have reflection, the angel avoids looking at them in order that it not observe itself. Fighting the mental reflection of an angel, although dangerous, exercises intelligence. One should be careful, however, as it also does flat damage without regard for AC or resistances. Also added is a weeping angel themed big room. Hopefully, that will be of help when writing the article. 1175 /* Weeping Angels */ 1176 MON("weeping angel", S_ANGEL, 1177 LVL(12, 12, -5, 70, -7), (G_NOCORPSE|G_SGROUP|G_GENO|G_SHEOL|1), 1178 A(ATTK(AT_CLAW, AD_DRLI, 1, 8), ATTK(AT_CLAW, AD_DREN, 1, 8), 1179 ATTK(AT_TUCH, AD_LVLT, 1, 6), ATTK(AT_GAZE, AD_BLNK, 0, 0), 1180 NO_ATTK, NO_ATTK), 1181 SIZ(WT_HUMAN, 0, 0, MS_SILENT, MZ_HUMAN), 1182 MR_FIRE|MR_COLD|MR_SLEEP|MR_DISINT|MR_POISON|MR_ACID|MR_STONE, 0, 1183 M1_BREATHLESS|M1_HUMANOID|M1_REGEN, 1184 M2_NOPOLY|M2_NEUTER|M2_HOSTILE|M2_MAGIC, 1185 M3_INFRAVISION, CLR_GRAY), There is a LOT more information found here: https://sourceforge.net/apps/trac/unnethack/changeset/1293 Good luck writing the article, and thanks in advance! --Ozymandias (talk) 22:37, 21 July 2013 (UTC) Changeset 1442 View differences Show lines around each change Ignore: Blank lines Case changes White space changes Timestamp: 05/05/13 20:39:12 (3 months ago) Author: guest41 Message: Weeping angel overhaul: Weeping angels do not appear in Sheol. Weeping archangels -- faster, stronger weeping angels -- appear only in Sheol. Weeping (arch)angel damage distribution has been adjusted. Weeping (arch)angels cannot move if the player can see them, although they can still use their melee and gaze attacks. Weeping (arch)angels using their gaze attack on each other are turned to stone. This information should be included. --Ozymandias (talk) 19:15, 22 July 2013 (UTC)
# Forum:Heart of Ahriman &lt; Forum:Watercooler There are several references in the Wiki about naming a gray stone The Heart Of Ahriman, to quickly identify it as a luckstone, if "Your hand slips". I am quite sure that I had my hand slip on flint stones as well. Is that possible, or was my vision altered at the time?— Preceding unsigned comment added by Bose (talk • contribs) 05:33, 14 February 2013‎ NAO fixes this bug. If you're playing on NAO or with the NAO patches, your hand will also slip on flint stones. (Also, please remember to sign your edits to talk pages.) —bcode&nbsp;talk&nbsp;|&nbsp;mail 05:38, 14 February 2013 (UTC) Thank you. --Bose (talk) 14:20, 14 February 2013 (UTC) Maybe someone should update the wiki's advice since a lot of people play on NAO. The complete list is: Gray_stone, The_Heart_of_Ahriman, Identification#Artifact_naming_trick, Luckstone, Naming_artifacts. --Tjr (talk) 10:22, 17 February 2013 (UTC) Done Bulwersator (talk) 12:00, 17 February 2013 (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 17:39, 24 July 2023 Namespace: all (Main) Talk User User talk NetHackWiki NetHackWiki talk File File talk MediaWiki MediaWiki talk Template Template talk Help Help talk Category Category talk Source Source talk Forum Forum talk Video Video talk User blog User blog talk Blog Blog talk Module Module talk &nbsp;Invert selection &nbsp;Associated namespaceTag filter:Page name: Show changes to pages linked to the given page instead List of abbreviations: N This edit created a new page (also see list of new pages) m This is a minor edit b This edit was performed by a bot (±123) The page size changed by this number of bytes 24 July 2023 &nbsp;m&nbsp;&nbsp;&nbsp;05:20&nbsp; Dot‎ (diff | hist) . . (-1)‎ . . Umbire the Phantom (talk | contribs) (→‎dNetHack: typo) &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;01:17&nbsp; N‎ (diff | hist) . . (+65)‎ . . Umbire the Phantom (talk | contribs) (improve formatting, reorg, etc.) &nbsp;m&nbsp;&nbsp;&nbsp;00:17&nbsp; ,‎ (diff | hist) . . (-2)‎ . . Umbire the Phantom (talk | contribs) (tweak) 23 July 2023 &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;23:12&nbsp; Dot‎‎ (3 changes | history) . . (+684)‎ . . [Umbire the Phantom‎ (3×)] &nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 23:12 (cur | prev) . . (+112)‎ . . Umbire the Phantom (talk | contribs) (add use) &nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 23:06 (cur | prev) . . (+20)‎ . . Umbire the Phantom (talk | contribs) (→‎dNetHack: tweak) &nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 23:02 (cur | prev) . . (+552)‎ . . Umbire the Phantom (talk | contribs) (format) &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;05:57&nbsp; ,‎‎ (8 changes | history) . . (+420)‎ . . [Umbire the Phantom‎ (2×); Ion frigate‎ (6×)] &nbsp;m&nbsp;&nbsp;&nbsp; 05:57 (cur | prev) . . (0)‎ . . Umbire the Phantom (talk | contribs) (ack) &nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 05:57 (cur | prev) . . (-9)‎ . . Umbire the Phantom (talk | contribs) (Oh hey, wanted to do this myself but got sidetracked. Lemme polish it up) &nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 05:41 (cur | prev) . . (+2)‎ . . Ion frigate (talk | contribs) (trying not to use item in two different senses) &nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 05:37 (cur | prev) . . (0)‎ . . Ion frigate (talk | contribs) (this seems least bad) &nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 05:37 (cur | prev) . . (-10)‎ . . Ion frigate (talk | contribs) ("comma character" does sound weird) &nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 05:27 (cur | prev) . . (+78)‎ . . Ion frigate (talk | contribs) (Another use - menu should perhaps be its own article) &nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 05:22 (cur | prev) . . (-1)‎ . . Ion frigate (talk | contribs) (whitespace) &nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 05:17 (cur | prev) . . (+360)‎ . . Ion frigate (talk | contribs) (Expand this into its own article) (Tag: Removed redirect) &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;05:19&nbsp; Template:ASCII‎ (diff | hist) . . (-15)‎ . . Ion frigate (talk | contribs) (fix link now that this is its own article) &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;05:18&nbsp; Unused symbols‎‎ (2 changes | history) . . (-383)‎ . . [Umbire the Phantom‎; Ion frigate‎] &nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 05:18 (cur | prev) . . (-140)‎ . . Ion frigate (talk | contribs) (remove reference to ,) &nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 00:32 (cur | prev) . . (-243)‎ . . Umbire the Phantom (talk | contribs) (Then it's not unused) &nbsp;m&nbsp;&nbsp;&nbsp;00:35&nbsp; `‎ (diff | hist) . . (+13)‎ . . Umbire the Phantom (talk | contribs) (→‎Historical uses: word choice) 22 July 2023 &nbsp;m&nbsp;&nbsp;&nbsp;07:35&nbsp; 0‎‎ (2 changes | history) . . (+8)‎ . . [Umbire the Phantom‎ (2×)] &nbsp;m&nbsp;&nbsp;&nbsp; 07:35 (cur | prev) . . (+9)‎ . . Umbire the Phantom (talk | contribs) (potholes) &nbsp;m&nbsp;&nbsp;&nbsp; 06:46 (cur | prev) . . (-1)‎ . . Umbire the Phantom (talk | contribs) (spacing, typo) 21 July 2023 &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;19:56&nbsp; Asphynx‎‎ (3 changes | history) . . (-13)‎ . . [Umbire the Phantom‎ (3×)] &nbsp;m&nbsp;&nbsp;&nbsp; 19:56 (cur | prev) . . (-16)‎ . . Umbire the Phantom (talk | contribs) (→‎Strategy: *) &nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 19:56 (cur | prev) . . (+8)‎ . . Umbire the Phantom (talk | contribs) (→‎As a polyform: *) &nbsp;m&nbsp;&nbsp;&nbsp; 19:55 (cur | prev) . . (-5)‎ . . Umbire the Phantom (talk | contribs) (→‎Origin: word choice) &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;19:56&nbsp;(Abuse filter log) . . Umbire the Phantom (talk | contribs) triggered filter 9, performing the action "edit" on Asphynx. Actions taken: Disallow (details) ‎
# Talk:Rogue level Lower case monsters? Odd thing happened on the Rogue level today. I tried to open a + door and received the message, "The door actually was a small mimic!" The mimic was then portrayed by the lower-case "m", something I had not thought possible with the Rogue level. Is it possible that this was a mimic which had fallen in a hole in the level above or something equally unexpected, or did the game actually spawn a lower-case monster? Delbow 03:09, 11 December 2011 (UTC) I'm surprised that you even saw a +; real doors aren't supposed to appear on the Rogue level. Perhaps the DevTeam needs to know.——Ray Chason 05:13, 11 December 2011 (UTC) It's bug C343-34. --Tjr 11:39, 11 December 2011 (UTC) Troll corpses Somebody removed my clarification: "Trolls, however, will still rise if you bring along their corpse." Due to Source:Mon.c#line1548, trolls never leave a corpse on the Rogue level. So the only source of troll corpses is the player (or his pets) who might carry one. I believe the short version "however, trolls will still rise" is prone to misunderstandings: somebody could think trolls are an exception that leaves corpses. If there is no discussion here until June 7, I am going to reinsert my clarification. --Tjr (talk) 18:28, 30 May 2012 (UTC) Given the absence of discussion, I readded the clarification, but generalized it a bit; another source would be a wished-for troll corpse, for example. (A troll wish in more than one way, but what matters is that it can happen – "bring along" seems to imply it had been somewhere else before and it came to the level with the player.) I agree on the misunderstandability of the shortened version. —bcode&nbsp;talk&nbsp;|&nbsp;mail 06:38, 2 April 2013 (UTC) I also agree, after reading old version I thought that it means that trolls will rise despite leaving no corpse Bulwersator (talk) 09:02, 2 April 2013 (UTC)
# Seyll Auzkovyn @ Seyll Auzkovyn File:Seyll Auzkovyn.png Difficulty 29 Attacks Weapon 4d4 physical, Weapon 4d4 physical, Claw 1d4 Quest Artifact theft, Cast 0d0 clerical spell @ Seyll Auzkovyn File:Seyll Auzkovyn.png Difficulty 29 Attacks Weapon 4d4 physical, Weapon 4d4 physical, Claw 1d4 Quest Artifact theft, Cast 0d0 clerical spell Base level 24 Base experience 966 Speed 12 Base AC 0 Base MR 10 Alignment 20 (lawful) Frequency (by normal means) 0 (Not randomly generated) Genocidable No Weight 1450 Nutritional value 400 Size medium Resistances sleep, disintegration, poison, petrification Resistances conveyed sleep Seyll Auzkovyn: has a head, a couple of arms, and a torso. can see invisible creatures. is herbivorous. is not a valid polymorphable form. is female. is normally generated peaceful. is nasty. is strong. can pick up weapons and food. can pick up magical items. wants the Amulet of Yendor. wants your quest artifact. waits for you to come. wants the Amulet of Yendor, the Bell of Opening, the Book of the Dead, the Candelabrum of Invocation, and your quest artifact. can be seen through infravision. This page is a stub. Should you wish to do so, you can contribute by expanding this page.
# File:Lemure.png File File history File usageNo higher resolution available. Lemure.png ‎(16 × 16 pixels, file size: 201 bytes, MIME type: image/png) A 16x16 vanilla NetHack tile of the monster 'lemure'. File history Click on a date/time to view the file as it appeared at that time. Date/TimeThumbnailDimensionsUserComment current08:53, 1 August 200616 × 16 (201 bytes)BotFenix (talk | contribs)A 16x16 vanilla NetHack tile of the monster 'lemure'. Category:16x16 tiles You cannot overwrite this file. File usage The following 17 pages uses this file: Lemure List of vanilla NetHack tiles Monster Monsters (by size) NetHack 3.2.0 NetHack 3.2.1 NetHack 3.2.2 NetHack 3.2.3 NetHack 3.3.0 NetHack 3.3.1 NetHack 3.4.0 NetHack 3.4.1 NetHack 3.4.2 NetHack 3.4.3 NetHack 3.6.0 NetHack 3.7.0 User:EasterlyIrk/Scratchpad
# Related changes Enter a page name to see changes on pages linked to or from that page. (To see members of a category, enter Category:Name of category). Changes to pages on your Watchlist are in bold. Recent changes options Show last 50 | 100 | 250 | 500 changes in last 1 | 3 | 7 | 14 | 30 daysHide registered users | Hide anonymous users | Hide my edits | Show bots | Hide minor editsShow new changes starting from 17:59, 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;&nbsp;&nbsp;&nbsp;&nbsp;00:43&nbsp; Electric eel‎ (diff | hist) . . (+193)‎ . . Umbire the Phantom (talk | contribs) (formatting, make strategy more sensible) &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;00:27&nbsp; Leather gloves‎ (diff | hist) . . (+2)‎ . . Umbire the Phantom (talk | contribs) (→‎EvilHack: *) 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) 22 July 2023 &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;06:37&nbsp; Black light‎ (diff | hist) . . (+181)‎ . . Umbire the Phantom (talk | contribs) (→‎Variants: Grunt) 21 July 2023 &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;19:56&nbsp; Asphynx‎‎ (3 changes | history) . . (-13)‎ . . [Umbire the Phantom‎ (3×)] &nbsp;m&nbsp;&nbsp;&nbsp; 19:56 (cur | prev) . . (-16)‎ . . Umbire the Phantom (talk | contribs) (→‎Strategy: *) &nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 19:56 (cur | prev) . . (+8)‎ . . Umbire the Phantom (talk | contribs) (→‎As a polyform: *) &nbsp;m&nbsp;&nbsp;&nbsp; 19:55 (cur | prev) . . (-5)‎ . . Umbire the Phantom (talk | contribs) (→‎Origin: word choice) &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;19:56&nbsp;(Abuse filter log) . . Umbire the Phantom (talk | contribs) triggered filter 9, performing the action "edit" on Asphynx. Actions taken: Disallow (details) ‎ &nbsp;m&nbsp;&nbsp;&nbsp;17:58&nbsp; Elbereth‎ (diff | hist) . . (-3)‎ . . Silverwing235 (talk | contribs) (→‎History: typo/grammar, punctuation) 19 July 2023 &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;04:50&nbsp; Grappling hook‎ (diff | hist) . . (-15)‎ . . Ardub23 (talk | contribs) (Fixed spelling, punctuation; rewording to include a link to Weapon-tool) 18 July 2023 &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;06:14&nbsp; Scroll of genocide‎ (diff | hist) . . (+415)‎ . . Ardub23 (talk | contribs) (→‎Variants: Hack'EM info)
# Banana/ko % Name banana Base price 9 zm Nutrition 80 Turns to eat 1 Weight 2 Conduct vegan 바나나는 comestible의 종류입니다. It is considered vegan food. 바나나는 가끔씩 나무에서 얻을수 있습니다. 유인원과 원숭이는 3.6.1버전에서 바나나로 길들여질수 있습니다.[1]; these two monsters, along with the sasquatch, regard bananas as treats[2], so you can train their apport with one. Encyclopaedia entry He took another step and she cocked her right wrist in viciously. She heard the spring click. Weight slapped into her hand. "Here!" she shrieked hysterically, and brought her arm up in a hard sweep, meaning to gut him, leaving him to blunder around the room with his intestines hanging out in steaming loops. Instead he roared laughter, hands on his hips, flaming face cocked back, squeezing and contorting with great good humor. "Oh, my dear!" he cried, and went off into another gale of laughter. She looked stupidly down at her hand. It held a firm yellow banana with a blue and white Chiquita sticker on it. She dropped it, horrified, to the carpet, where it became a sickly yellow grin, miming Flagg's own. "You'll tell," he whispered. "Oh yes indeed you will." And Dayna knew he was right. [ The Stand, by Stephen King ] References ↑ mondata.h in NetHack 3.6.1, line 208 ↑ dog.c in NetHack 3.6.1, line 824 This page is a stub. Should you wish to do so, you can contribute by expanding this page. This page may need to be updated for the current version of NetHack. It may contain text specific to NetHack 3.6.1. Information on this page may be out of date. Editors: After reviewing this page and making necessary edits, please change the {{nethack-361}} tag to the current version's tag or {{noversion}} as appropriate.
# 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.
# User:Chris/dNetHack/Artifacts/Necronomicon The Necronomicon is a legendary tome containing a large variety of magical formula. Despite the book's fearsome reputation, simply reading the book is not particularly dangerous. On the other hand, actually casting some of the spells found within can be suicidal. Contents 1 Using the Necronomicon 1.1 Studying the Necronomicon 1.2 Reading from the Necronomicon 2 Necronomicon Effects 2.1 Summoning Effects 2.1.1 Summon Byakhee 2.1.2 Summon Night-gaunt 2.1.3 Summon Shoggoth 2.1.4 Summon Ooze 2.1.5 Summon Demon 2.1.6 Summon Devil 2.2 Spellbooks 2.2.1 Study secrets of defense 2.2.2 Study secrets of life and death 2.2.3 Study secrets of the intangible forces 2.2.4 Study secrets of time and decay 2.2.5 Study secrets of the Reaper 2.2.6 Study secrets of monster detection 2.2.7 Study secrets of clairvoyance 2.2.8 Study secrets of unseen things 2.2.9 Study secrets of knowledge without learning 2.2.10 Study secrets of confusion 2.2.11 Study secrets of fear 2.2.12 Study secrets of gravity 2.2.13 Study secrets of the earth mother 2.2.14 Study secrets of fraying the weave 2.3 Other Effects 2.3.1 Study secrets of war and killing 2.3.2 Study secrets of health and recovery 2.3.3 Study the legends of lost Carcosa 2.3.4 Study up on ancient warding signs 2.3.5 Study the Lords of the Elements 2.3.6 Study the first half of the testament of whispers 2.3.7 Study the second half of the testament of whispers Using the Necronomicon The Necronomicon can be used via invocation (i) or reading (r). A character can opt to read a known incantation out of the book or study the book in an attempt to find new incantations. Studying the Necronomicon When studying the Necronomicon, a character delves into the main body of the work, searching for useful magic formulas amongst the author's disjointed ranting. Once they find such a formula, they will mark their place so that they can quickly find the relevant passages in the future. Studying the Necronomicon abuses wisdom, and requires 100 rounds of undisturbed study. At the end of this period, the character makes a check (1d10+Int - 15 - # incantations known) to learn a new incantation. However, each learning of a new incovation beyond the 4th one (i.e. the 5th, 6th, 7th) has a chance to permanently bar you from learning any more invocations. Because of this, a character will get anywhere from 5 to 7 invocations from merely reading the text. Failure abuses intelligence and wisdom, success adds a randomly selected incantation to the list of known incantations. It is possible for the new incantation to be redundant with an already known passage, in which case it has no effect (and does not count for the invocations learned). Reading from the Necronomicon After a character discovers a passage through study, they will still need to read the incantation aloud for it to have any effect. Choosing to read a known incantation brings up a menu listing known passages, from which the desired incantation can be selected. In most cases, the character will still require a considerable number of undisturbed turns in order to read the incantation in full. Summoned monsters have a 50% chance of turning on their summoner if their level is greater than or equal to the summoner's level. Pets summoned tame beyond your pet limit will be friendly, and thus turn back to hostile/peaceful after a certain time. Necronomicon Effects Summoning Effects Summon Byakhee Summons 1 to 4 tame byakhee (typicaly 1). Summoned byakhee may immediately turn on their summoner. Summon Night-gaunt Summons 1 to 4 tame nightgaunts. Summon Shoggoth Summons a hostile shoggoth. The shoggoth is initially sleeping. Once awakened, it will lash out randomly. Summon Ooze Summons 1 to 8 tame oozes. Summoned oozes may immediately turn on their summoner. Summon Demon Summons a tame demon, which may immediately turn on its summoner Summon Devil Summons a tame devil, which may immediately turn on its summoner. Spellbooks Study secrets of defense Learn the spell Protection Study secrets of life and death Learn the spell Turn Undead Study secrets of the intangible forces Learn the spell Force Bolt Study secrets of time and decay Learn the spell Drain Life Study secrets of the Reaper Learn the spell Finger of Death Study secrets of monster detection Learn the spell Detect Monsters Study secrets of clairvoyance Learn the spell Clairvoyance Study secrets of unseen things Learn the spell Detect Unseen Study secrets of knowledge without learning Learn the spell Identify Study secrets of confusion Learn the spell Confuse Monster Study secrets of fear Learn the spell Cause Fear Study secrets of gravity Learn the spell Levitation Study secrets of the earth mother Learn the spell Stone to Flesh Study secrets of fraying the weave Learn the spell Cancellation Other Effects Study secrets of war and killing Reduces your maximum energy by 20 points, but unrestricts your currently wielded weapon up to Expert proficiency. Study secrets of health and recovery Duplicates the effects of a unicorn horn Study the legends of lost Carcosa You learn how to draw the Yellow Sign ward. Study up on ancient warding signs You learn how to draw the Circle of Acheron, Pentagram, Hexagram, Elder Sign, Hamsa, Elder Elemental Eye, Sign of the Scion Queen Mother, Cartouche of the Cat Lord, and Wings of Garuda Wards. Study the Lords of the Elements You learn how to draw the Sigil of Cthugha, Brand of Ithaqua, and Tracery of Karakal Wards. Study the first half of the testament of whispers You learn 16 seals of the Spirits of the Near Void. Study the second half of the testament of whispers You learn 16 seals of the Spirits of the Near Void. Only 1 spirit is learned from either of the testament of whispers, therefore reading both provides knowledge of all 31 of the Spirits of the Near Void.