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# User talk:Zemik22 Welcome, Zemik22! Welcome! Hi, zemik! Welcome, and thanks for joining NetHackWiki! The How to help and Style guide pages are excellent starting points. Special:Recentchanges is a great first stop, because you can see what other people are editing right this minute, and where you can help. Questions? Need help? You can ask at the Community Portal, the forum, or on the discussion page associated with each article! Just remember to sign those posts with four tildes: ~~~~. That will expand to create a signature. You can put {{NAOplayer|NAO player account}} on your user page to link to your NAO player account. Capitalization matters. We are really happy to have you here, and look forward to working with you! This is an automated greeting. -- The Welcome Bot 17:19, 24 Jul 2023 (UTC)
# Forum:Does the 'Beginner' mechanic add anything to the game? < Forum:Watercooler Do you feel like this mechanic is worth keeping? As far as I can tell, it's only there to make read-testing (and quaff-testing, for object/monster detection) more difficult for new characters. Do you think people would startscum more if these scrolls and potions were easier to identify, figuring that the risk of negative effects from an unknown item would be offset by the potential to make discoveries a little sooner? I doubt it, myself, but I'm curious to hear other opinions and perspectives. Kufat (talk) 22:52, 10 July 2023 (UTC) I certainly can't see any benefit to it. --Kahran042 (talk) 18:44, 13 July 2023 (UTC) Agreed, it seems to run contrary to the spirit of NetHack's item randomization system, which is that you deduce the item's identity by experimentation. As to why it was implemented in the first place, my best guess is that the DevTeam wanted to discourage players from getting themselves killed early on by e.g. quaffing acid or reading cursed create monster, so they made the messages deliberately vague until you've got a few levels under your belt. (But then, why would the most frail role lose beginner status the soonest?) I certainly wouldn't miss the system if it were removed. --Darth l33t (talk) 13:19, 15 July 2023 (UTC)
# Loot Keyboard commands ~ ! @ # $ % ^ & * ( ) _ = + 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 < > ? 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 #loot is an extended command used to open an unlocked container on the floor. (Containers in your inventory can be opened by applying them.) With the number_pad option on, the l key can be used a single-letter alias for #loot. Loot is also the general name by which the stuff that you have found is called. It is often used in a context like "In addition to the wand, I found lots of nice loot from the Castle." Useless loot is called junk. Contents 1 Looting containers 2 Looting other things 3 Configuration 4 Variants 4.1 EvilHack 4.2 xNetHack Looting containers Large boxes and chests may be generated locked. To loot a locked container, you must first unlock it. Sometimes looting a container may trigger a trap, such as a poison needle (this only happens if you succeed in opening the box—it will never go off if it's locked). You can use the #untrap command to search the container for traps prior to looting. When a bag of tricks is #looted, it will bite you (for 1 to 10 hit points damage) and become identified. Looting other things The loot command can be used to remove the saddle from a saddled pet monster. If you try to loot when there is no container present, you will be told "You don't find anything here to loot." If you are confused, you will instead drop some of your gold and get the message "Ok, now there is loot here." Attempting to loot a throne while confused generates a throne room monster and deposits a random amount of your gold in its inventory ("The exchequer accepts your contribution"), unless there is a chest on the level, in which case the gold is put in that ("Thank you for your contribution to reduce the debt.") See throne farming. Configuration The configuration option lootabc determines what keyboard shortcuts are available in the looting menu. When lootabc is true, the options are a - Take something out of the container, b - Put something into the container, and c - Both of the above. When lootabc is false, the respective shortcuts are o, i, and b. Variants EvilHack In EvilHack, using #loot on pets allows you to give and take items directly, with respect to their carrying capacity. xNetHack In xNetHack, you can also #loot an adjacent pet to exchange items with it directly; selecting gear they have equipped will make them unequip and eventually drop it. In wizard mode, this works on any monster. Using the command on a square with a single container will loot it without prompting.
# 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 17:38, 24 July 2023 Namespace: all (Main) Talk User User talk NetHackWiki NetHackWiki talk File File talk MediaWiki MediaWiki talk Template Template talk Help Help talk Category Category talk Source Source talk Forum Forum talk Video Video talk User blog User blog talk Blog Blog talk Module Module talk  Invert selection  Associated namespaceTag filter:Page name: Show changes to pages linked to the given page instead List of abbreviations: N This edit created a new page (also see list of new pages) m This is a minor edit b This edit was performed by a bot (±123) The page size changed by this number of bytes 24 July 2023  m   05:20  Dot‎ (diff | hist) . . (-1)‎ . . Umbire the Phantom (talk | contribs) (→‎dNetHack: typo)      01:17  N‎ (diff | hist) . . (+65)‎ . . Umbire the Phantom (talk | contribs) (improve formatting, reorg, etc.) 23 July 2023      23:12  Dot‎‎ (3 changes | history) . . (+684)‎ . . [Umbire the Phantom‎ (3×)]       23:12 (cur | prev) . . (+112)‎ . . Umbire the Phantom (talk | contribs) (add use)       23:06 (cur | prev) . . (+20)‎ . . Umbire the Phantom (talk | contribs) (→‎dNetHack: tweak)       23:02 (cur | prev) . . (+552)‎ . . Umbire the Phantom (talk | contribs) (format)
# Boots Boots are a form of armor worn on the feet. Contents 1 List of boots 2 Identification 3 SLASH'EM 4 Encyclopaedia entry List of boots Name Cost Weight AC Material Effect Appearance low boots 8 10 1 leather walking shoes high boots 12 20 2 leather jackboots iron shoes 16 50 2 iron hard shoes elven boots 8 15 1 leather stealth randomized kicking boots 8 50 1 iron enhanced kicking randomized fumble boots 30 20 1 leather fumbling randomized levitation boots 30 15 1 leather levitation randomized jumping boots 50 20 1 leather jumping randomized speed boots 50 20 1 leather speed randomized water walking boots 50 15 1 leather water walking randomized The randomized boots' unidentified descriptions are shuffled each game from the following list: buckled boots combat boots hiking boots jungle boots riding boots snow boots mud boots In addition to whatever magical effect they provide, riding boots give a bonus for saddling steeds, and snow boots give a bonus for walking on ice. Identification Speed boots, jumping boots and water walking boots have a base price of 50 zm; fumble boots and levitation boots have a base price of 30 zm; elven boots and kicking boots have a base price of 8 zm. (The most useful boots are also the most expensive ones.) Be aware, enchantment can confuse the issue. Elven, levitation, and water walking boots weigh 15, kicking boots weigh 50, and the other randomized boots weigh 20. While this might be useful in some cases, it is somewhat tedious to attempt and cannot rule out the two pairs of boots which are likely to be cursed. Do not wear boots without curse-testing them first. Cursed magic boots are very likely to be levitation boots or fumble boots, which have very annoying magical effects as well as possibly increasing your AC. You can still weight test, especially to distinguish levitation from fumble boots. Any boots you find in the statue of Perseus are guaranteed to be cursed levitation boots. Speed boots and levitation boots will auto-identify when worn, except in the unusual case where you are already very fast or levitating. Elven boots will auto-identify when worn if you are not already stealthy (be aware that an elven cloak also grants stealth). You can deduce the appearance of elven boots by taking note of which boots are dropped by various elves throughout the dungeon. Jumping boots can be identified by trying to jump (#jump command). Knights must actually try to make an "illegal move" for a chess knight - any other role will get the message "You can't jump very far" unless they are wearing jumping boots. Fumble boots can be identified by wearing them for a while and seeing whether you fumble, or by zapping a wand of enlightenment while wearing them. Kicking boots are the only magic boots to be metallic, and can therefore be identified by wearing them and seeing whether your spell failure rates increase, or by testing for "scritch, scritch" by rubbing them on a touchstone. You will also always succeed in kicking down doors while wearing kicking boots, although monks and samurai may find that difficult to test. Water walking boots are tricky to identify, because walking on water to see whether you sink is dangerous! The danger can be reduced by dropping anything which is vulnerable to water damage (keep in mind that kicking boots tested in this way will rust). They can also be identified by zapping a wand of enlightenment. If you have some boots with a base price of 50 zm, and they grant neither speed nor jumping, then they must be water walking boots. SLASH'EM You may find steel boots in SLASH'EM. SLASH'EM uses steel boots as a randomized appearance for magical boots, in place of buckled boots. The actual identities of magical boots in SLASH'EM are all the same, just for some reason one of the randomized appearances is different. Steel boots are not actually metal, but rather are the appearance associated with kicking boots (which are metal) in the source code. That doesn't mean that steel boots will be kicking boots any more often than any other type of boot; it's just a thing in the source code. Encyclopaedia entry In Fantasyland these are remarkable in that they seldom or never wear out and are suitable for riding or walking in without the need of Socks. Boots never pinch, rub, or get stones in them; nor do nails stick upwards into the feet from the soles. They are customarily mid-calf length or knee-high, slip on and off easily and never smell of feet. Unfortunately, the formula for making this splendid footwear is a closely guarded secret, possibly derived from nonhumans (see Dwarfs, Elves, and Gnomes). [ The Tough Guide to Fantasyland, by Diana Wynne Jones ] 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.
# BSD Wikipedia has an article about: BSD RogueBasin has a wiki page about: BSD BSD is an acronym for Berkeley Software Distribution, a flavor of Unix operating system that reigned in the 1970s and 1980s. Today, the term BSD (or *BSD) refers to one of its modern derivatives: usually FreeBSD, NetBSD or OpenBSD. To this day, NetBSD continues the custom of including Rogue, Hack and Larn in the system. You can run NetHack on BSD, but the situation has changed so much since then that some will "#define SYSV" and "/* #define BSD */" in config.h. Another descendant of BSD is Darwin, the base system of Mac OS X. The NetHack TTY and X11 ports run on it.
# File:Shield of reflection.png File File history File usageNo higher resolution available. Shield_of_reflection.png ‎(16 × 16 pixels, file size: 208 bytes, MIME type: image/png) A 16x16 vanilla NetHack tile of the object 'shield of reflection'. File history Click on a date/time to view the file as it appeared at that time. Date/TimeThumbnailDimensionsUserComment current11:53, 1 August 200616 × 16 (208 bytes)BotFenix (talk | contribs)A 16x16 vanilla NetHack tile of the object 'shield of reflection'. Category:16x16 tiles You cannot overwrite this file. File usage The following 16 pages uses this file: Itlachiayaque List of vanilla NetHack tiles Mirrorbright 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 Shield of reflection
# 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 <). 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 § 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 <; 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 & 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.
# Price identification Price identification is the tactic of using the price of an item to informally identify it. One can use the "buy price", the price of an item in shops, or the "sell price", the price that a shopkeeper offers when you try to sell an item. The sell price is easier to use because the buy price includes an unpredictable random factor that may disguise certain prices as other ones. Even if you have enough scrolls of identify and no conducts in mind, pricing lets you use those scrolls to prioritize the most important items. NetHack 3.6.0 and 3.6.1 introduced changes to the price mechanics that make older price guides slightly inaccurate. The tables in § Price tables are duplicated for the 3.4.3 and 3.6.0 mechanics. If you're playing an older version and not using the tables, see the § History section before drawing conclusions based on prices. Contents 1 Price derivation 1.1 Base price 1.2 Buying 1.3 Selling 2 Further strategies 2.1 Common uses 2.2 Stealing powerful wands 3 Price tables 3.1 Magical armor 3.1.1 Boots 3.1.2 Cloaks 3.1.3 Other armor 3.2 Scrolls 3.3 Potions 3.4 Rings 3.5 Wands 3.6 Spellbooks 3.7 Amulets 4 Variants 4.1 SLASH'EM 4.2 GruntHack 4.3 UnNetHack 4.4 FIQHack 5 History 6 References 7 External links Price derivation Base price Each item in NetHack has a base price, which is modified in various ways to produce the final selling price. Positively-enchanted weapons and armor have an additional 10 zm added to their base price for every point of enchantment. Some items are considered "worthless"; you cannot sell them, but their buying price is calculated as though they had a base price of 5 zm: items with zero base price cancelled wands (with -1 charges) uncursed potions of water Unidentified valuable gems and worthless glass are always bought as though they were valuable, and sold for only a few zorkmids, regardless of their "true" value, so price identification can't be used to distinguish them. Gray stones are priced like other items, so you can price-identify them. Buying When you buy an item, you are charged the base price, modified as follows. All multipliers are applied in sequence: Your charisma grants a modifier to the buying price.[1] Charisma: ≤ 5 6–7 8–10 11–15 16–17 18 ≥ 19 Buy price multiplier: 2 11⁄2 11⁄3 1 3⁄4 2⁄3 1⁄2 Some characters are considered "suckers", and will be charged 1⁄3 more. You are a sucker if:[2] you're wearing a dunce cap you're wearing a shirt not covered by a cloak or body armor you're a Tourist below experience level 15 When buying unidentified objects, in 1⁄4 of cases the shopkeeper will charge 1⁄3 more. This surcharge is tied to the individual item or stack; merged stacks will inherit the higher of the two prices, while split stacks will inherit the price of the original stack. Selling When you sell an item, you are normally offered 1⁄2 the base price; if you're a sucker, as above, you are offered 1⁄3 the base price instead. 1⁄4 of shopkeepers will pay 1⁄4 less for unidentified objects. This modifier is consistent for a given shopkeeper, so you can determine whether a given shopkeeper is affected by selling an informally-identified item. Further strategies General stores are very useful for price identification because they will offer to buy all types of items. However, you can still price-identify any object (unbreakable or in a bag of holding) in any store by throwing the item into the shop from outside. If the item is fragile, you can have your pet carry it in, in a container if the item is cursed. Beware that this will relinquish ownership of the item (and the container, if any) to the shopkeeper, who will then try to sell it to you. You will need to pay the asking price or steal the item to get it back, but in a pinch, this can provide a price for an object that the shopkeeper would not normally be interested in. Some items in an item class are 4/3 the price of other items in the class, which can give ambiguous results when buying if the random surcharge applies. A 60zm scroll of enchant weapon could appear to be one of the 80zm scrolls, a level 3 spellbook can appear to be level 4, and there are many 150zm items that can seem to be 200zm. Selling items is more reliable in this case because the random selling modifier applies to the shopkeeper; if selling an item results in what appears to be an impossible price, you know that this shopkeeper is "greedy", and all other selling prices from them can be adjusted accordingly. Common uses The item which is most commonly price-IDed is the scroll of identify, which is far cheaper than the other scrolls. In addition, magic lamps cost more than oil lamps, and enchanted armor costs more than their unenchanted versions. Price-IDing can also be useful to identify bad items. The scroll of amnesia has a base price of 200zm, ten times as much as a scroll of identify. A potion of sickness has a base price of 50zm, a potion of hallucination 100zm, and a potion of blindness 150zm. Non-Wizards will find it helpful to price-identify the difficulty level of spellbooks to determine whether they are safe to read. The base price of a spellbook is 100 zorkmids times its difficulty level. The derived sell price is half that. Stealing powerful wands An expensive wand (base price 500zm) is either wishing or death. In general, you should have a pet steal such an item; if you don't have a pet, both wands are well worth buying. If you have neither a pet nor the gold, either should be pretty easy to obtain: throw a tripe or food ration at a wild dog or cat, or sell junk to the shopkeeper. One might be tempted to zap the wand (wishing for a wand of death if it's a wand of wishing) at the shopkeeper, but for early characters, this is a bad idea: the death ray might miss, which can easily lead to a quick YASD, given shopkeepers' speed and damage output. Furthermore, wishing for a wand of death from a wand of wishing is generally a waste anyways, given that by the time you really need one, you can get the one Orcus carries. If you're truly concerned about your character's ability to survive long enough to buy or steal the wand, wishing for 5000 gold pieces is a safe way to be able to do so, though it is also a waste of a wish. If you really want to kill the shopkeeper, wish for a blessed figurine of an Archon, though be aware that this has a 10% chance of backfiring. Price tables In the tables below, the buying price is followed by two numbers in parentheses. The first number in parentheses is the higher price if you are charged either the unidentified surcharge or the sucker markup. The second is the price with both of those surcharges. The selling price is also followed by a number in parentheses: this is the offer you may get with the randomly applied discount. Numbers in bold are prices that do not allow a unique inference of the base price. Magical armor Boots Prices in NetHack 3.4.3 and earlier Base cost Cha ≤ 5 Cha 6–7 Cha 8–10 Cha 11–15 Cha 16–17 Cha 18 Cha ≥ 19 Selling price Boot types 8 16 (20/26) 12 (15/19) 10 (13/17) 8 (10/13) 6 (8/10) 6 (7/9) 4 (5/6) 4 (3) elven boots, kicking boots 30 60 (80/106) 45 (60/79) 40 (53/70) 30 (40/53) 23 (30/40) 20 (27/36) 15 (20/26) 15 (12) fumble boots, levitation boots 50 100 (132/176) 75 (99/132) 66 (88/117) 50 (66/88) 38 (50/66) 34 (44/59) 25 (33/44) 25 (19) jumping boots, speed boots, water walking boots Prices in NetHack 3.6.0 and later Base cost Cha ≤ 5 Cha 6–7 Cha 8–10 Cha 11–15 Cha 16–17 Cha 18 Cha ≥ 19 Selling price Boot types 8 16 (21/28) 12 (16/21) 11 (14/19) 8 (11/14) 6 (8/11) 5 (7/9) 4 (5/7) 4 (3) elven boots, kicking boots 30 60 (80/107) 45 (60/80) 40 (53/71) 30 (40/53) 23 (30/40) 20 (27/36) 15 (20/27) 15 (11) fumble boots, levitation boots 50 100 (133/178) 75 (100/133) 67 (89/119) 50 (67/89) 38 (50/67) 33 (44/59) 25 (33/44) 25 (19) jumping boots, speed boots, water walking boots Fumble boots and levitation boots are both 30zm, but are of different weights. They are often cursed. Speed boots, jumping boots, and water walking boots are all priced at 50zm. They are easily identified once worn: speed boots auto-identify if you are not already very fast (potion of speed or haste self spell), jumping boots allow you to jump, and boots of water walking are otherwise mundane. Elven boots cause you to "walk very quietly" and self-identify if you are not already stealthy. Kicking boots are made of metal, and consequently add to spell failure percentage. Cloaks Prices in NetHack 3.4.3 and earlier Base cost Cha ≤ 5 Cha 6–7 Cha 8–10 Cha 11–15 Cha 16–17 Cha 18 Cha ≥ 19 Selling price Cloak types 2 10 (12/16) 7 (9/12) 6 (8/10) 5 (6/8) 4 (5/6) 4 (4/6) 2 (3/4) 1 mummy wrapping 40 80 (106/140) 60 (79/105) 53 (70/93) 40 (53/70) 30 (40/53) 27 (36/47) 20 (26/35) 20 (15) leather, orcish ("coarse mantelet") 50 100 (132/176) 75 (99/132) 66 (88/117) 50 (66/88) 38 (50/66) 34 (44/59) 25 (33/44) 25 (19) alchemy smock ("apron"), displacement, dwarvish ("hooded cloak"), oilskin ("slippery cloak"), protection, robe ("robe") 60 120 (160/212) 90 (120/159) 80 (106/141) 60 (80/106) 45 (60/80) 40 (54/71) 30 (40/53) 30 (23) elven ("faded pall"), invisibility, magic resistance Prices in NetHack 3.6.0 and later Base cost Cha ≤ 5 Cha 6–7 Cha 8–10 Cha 11–15 Cha 16–17 Cha 18 Cha ≥ 19 Selling price Cloak types 2 10 (13/18) 8 (10/13) 7 (9/12) 5 (7/9) 4 (5/7) 3 (4/6) 3 (3/4) 1 (1) mummy wrapping 40 80 (107/142) 60 (80/107) 53 (71/95) 40 (53/71) 30 (40/53) 27 (36/47) 20 (27/36) 20 (15) leather, orcish ("coarse mantelet") 50 100 (133/178) 75 (100/133) 67 (89/119) 50 (67/89) 38 (50/67) 33 (44/59) 25 (33/44) 25 (19) alchemy smock ("apron"), displacement, dwarvish ("hooded cloak"), oilskin ("slippery cloak"), protection, robe ("robe") 60 120 (160/213) 90 (120/160) 80 (107/142) 60 (80/107) 45 (60/80) 40 (53/71) 30 (40/53) 30 (23) elven ("faded pall"), invisibility, magic resistance The cloaks of displacement and protection both cost 50zm, and are the only ones at that price with a randomized appearance. If a cloak costs 60zm and has a randomized appearance, then it is either invisibility, magic resistance, or a +1 cloak of the first two types. Other armor All magical randomized helms (brilliance, opposite alignment, and telepathy) cost 50zm; the helmet costs 10zm. All magical gloves (dexterity, fumbling, and power) cost 50zm; leather gloves cost 8zm. Positive enchantment on a piece of armor increases the base price by 10zm per point of enchantment. In theory, a +2 or better pair of fumble boots might be confused for one of the much more useful 50zm boots, but the probability for positive enchantments on harmful items is too low to be worth worrying about. Scrolls Prices in NetHack 3.4.3 and earlier Base cost Cha ≤ 5 Cha 6–7 Cha 8–10 Cha 11–15 Cha 16–17 Cha 18 Cha ≥ 19 Selling price Scroll types 20 40 (52/68) 30 (39/51) 26 (34/45) 20 (26/34) 15 (20/26) 14 (18/23) 10 (13/17) 10 (8) identify 50 100 (132/176) 75 (99/132) 66 (88/117) 50 (66/88) 38 (50/66) 34 (44/59) 25 (33/44) 25 (19) light 60 120 (160/212) 90 (120/159) 80 (106/141) 60 (80/106) 45 (60/80) 40 (54/71) 30 (40/53) 30 (23) blank paper ("unlabeled scroll"), enchant weapon 80 160 (212/282) 120 (159/211) 106 (141/188) 80 (106/141) 60 (80/106) 54 (71/94) 40 (53/70) 40 (30) enchant armor, remove curse 100 200 (266/354) 150 (199/265) 133 (177/236) 100 (133/177) 75 (100/133) 67 (89/118) 50 (66/88) 50 (38) confuse monster, destroy armor, fire, food detection, gold detection, magic mapping, scare monster, teleportation 200 400 (532/708) 300 (399/531) 266 (354/472) 200 (266/354) 150 (200/266) 134 (178/236) 100 (133/177) 100 (75) amnesia, create monster, earth, taming 300 600 (800/1066) 450 (600/799) 400 (533/710) 300 (400/533) 225 (300/400) 200 (267/356) 150 (200/266) 150 (113) charging, genocide, punishment, stinking cloud Prices in NetHack 3.6.0 and later Base cost Cha ≤ 5 Cha 6–7 Cha 8–10 Cha 11–15 Cha 16–17 Cha 18 Cha ≥ 19 Selling price Scroll types 20 40 (53/71) 30 (40/53) 27 (36/47) 20 (27/36) 15 (20/27) 13 (18/24) 10 (13/18) 10 (8) identify 50 100 (133/178) 75 (100/133) 67 (89/119) 50 (67/89) 38 (50/67) 33 (44/59) 25 (33/44) 25 (19) light 60 120 (160/213) 90 (120/160) 80 (107/142) 60 (80/107) 45 (60/80) 40 (53/71) 30 (40/53) 30 (23) blank paper ("unlabeled scroll"), enchant weapon 80 160 (213/284) 120 (160/213) 107 (142/190) 80 (107/142) 60 (80/107) 53 (71/95) 40 (53/71) 40 (30) enchant armor, remove curse 100 200 (267/356) 150 (200/267) 133 (178/237) 100 (133/178) 75 (100/133) 67 (89/119) 50 (67/89) 50 (38) confuse monster, destroy armor, fire, food detection, gold detection, magic mapping, scare monster, teleportation 200 400 (533/711) 300 (400/533) 267 (356/474) 200 (267/356) 150 (200/267) 133 (178/237) 100 (133/178) 100 (75) amnesia, create monster, earth, taming 300 600 (800/1067) 450 (600/800) 400 (533/711) 300 (400/533) 225 (300/400) 200 (267/356) 150 (200/267) 150 (113) charging, genocide, punishment, stinking cloud If the scroll costs 20zm, 50zm, or 60zm, it is uniquely identified. Identification of more expensive scrolls usually involves using the spell or scroll of identify. If you choose to read an unknown scroll, you should always make sure the unknown scroll is not cursed, and never read it while confused. If the scroll costs 80zm, it is either enchant armor or remove curse. Both are harmless, unless the scroll is cursed or you are confused. Before reading, you may want to bless the scroll, wear only armor you want to enchant, and hold all the cursed items you want to uncurse. Among scrolls that cost 100zm, there are two dangerous scrolls, fire and destroy armor. Before reading, to protect from ill effects of the former, put all your scrolls, potions, and spellbooks into a container, or into a closet, or leave them on a different level, or just leave them at least 2 squares from you (but then you should beware of the danger of them being picked up by a monster if you encountered a scroll of teleportation. To protect from ill effects of both scrolls, make sure all your armor, except a shirt covered by a body armor or cloak, and body armor covered by a cloak, is something you can afford to lose. If the scroll costs 200zm, the only dangerous scroll is amnesia, but it is really bad, and you cannot protect from it. Unless you have identified the scroll of amnesia, don't read an unkown 200-zorkmid scroll. Identify it by other means. If the scroll costs 300zm, the only dangerous scroll is punishment. In Nethack 3.4.3, there is a simple way to get rid of the heavy iron ball, involving a pit and a boulder, but since 3.6.0, it doesn't work. Don't read the scroll unless you have a non-cursed scroll of remove curse or a wand of opening, or unless you know and can cast a knock spell, or can polymorph into a nymph or metallivore. Alternatively, you can bless the scroll and then read it. Blessed scrolls of punishment are harmless, and blessed scrolls of genocide and charging are more powerful than uncursed scrolls. Finally, if you are absolutely sure it is not a scroll of genocide, you can read it while confused. Beware! Reading a scroll of genocide while confused would genocide your own race, thus killing you, even if you are wearing an amulet of life saving. Potions Prices in NetHack 3.4.3 and earlier Base cost Cha ≤ 5 Cha 6–7 Cha 8–10 Cha 11–15 Cha 16–17 Cha 18 Cha ≥ 19 Selling price Potion types 0 10 (12/16) 7 (9/12) 6 (8/10) 5 (6/8) 4 (5/6) 4 (4/6) 2 (3/4) 0 water (uncursed) 50 100 (132/176) 75 (99/132) 66 (88/117) 50 (66/88) 38 (50/66) 34 (44/59) 25 (33/44) 25 (19) booze, fruit juice, see invisible, sickness 100 200 (266/354) 150 (199/265) 133 (177/236) 100 (133/177) 75 (100/133) 67 (89/118) 50 (66/88) 50 (38) confusion, extra healing, hallucination, healing, holy water ("blessed clear potion"), unholy water ("cursed clear potion"), restore ability, sleeping 150 300 (400/532) 225 (300/399) 200 (266/354) 150 (200/266) 113 (150/200) 100 (134/178) 75 (100/133) 75 (57) blindness, gain energy, invisibility, monster detection, object detection 200 400 (532/708) 300 (399/531) 266 (354/472) 200 (266/354) 150 (200/266) 134 (178/236) 100 (133/177) 100 (75) enlightenment, full healing, levitation, polymorph, speed 250 500 (666/888) 375 (499/666) 333 (444/592) 250 (333/444) 188 (250/333) 167 (222/296) 125 (166/222) 125 (94) acid, oil 300 600 (800/1066) 450 (600/799) 400 (533/710) 300 (400/533) 225 (300/400) 200 (267/356) 150 (200/266) 150 (113) gain ability, gain level, paralysis Prices in NetHack 3.6.0 and later Base cost Cha ≤ 5 Cha 6–7 Cha 8–10 Cha 11–15 Cha 16–17 Cha 18 Cha ≥ 19 Selling price Potion types 0 10 (13/18) 8 (10/13) 7 (9/12) 5 (7/9) 4 (5/7) 3 (4/6) 3 (3/4) 0 (0) water (uncursed) 50 100 (133/178) 75 (100/133) 67 (89/119) 50 (67/89) 38 (50/67) 33 (44/59) 25 (33/44) 25 (19) booze, fruit juice, see invisible, sickness 100 200 (267/356) 150 (200/267) 133 (178/237) 100 (133/178) 75 (100/133) 67 (89/119) 50 (67/89) 50 (38) confusion, extra healing, hallucination, healing, holy water ("blessed clear potion"), unholy water ("cursed clear potion"), restore ability, sleeping 150 300 (400/533) 225 (300/400) 200 (267/356) 150 (200/267) 113 (150/200) 100 (133/178) 75 (100/133) 75 (56) blindness, gain energy, invisibility, monster detection, object detection 200 400 (533/711) 300 (400/533) 267 (356/474) 200 (267/356) 150 (200/267) 133 (178/237) 100 (133/178) 100 (75) enlightenment, full healing, levitation, polymorph, speed 250 500 (667/889) 375 (500/667) 333 (444/593) 250 (333/444) 188 (250/333) 167 (222/296) 125 (167/222) 125 (94) acid, oil 300 600 (800/1067) 450 (600/800) 400 (533/711) 300 (400/533) 225 (300/400) 200 (267/356) 150 (200/267) 150 (113) gain ability, gain level, paralysis If the potion is water (clear potion), price gives some information about its beatitude. If the price is 0, the water is uncursed; otherwise it is either holy or unholy water. If the price is 250zm, you can ensure it is not cursed, then try to apply it. If it is a potion of oil, it will be lit. Do not do this when the potion is owned by a shop, or you will be forced to pay for the potion and will be charged Yendorian Fuel Tax. Otherwise, price identification of a potion usually includes quaffing it. See Potion § Price identification then quaffing for more information. Rings Prices in NetHack 3.4.3 and earlier Base cost Cha ≤ 5 Cha 6–7 Cha 8–10 Cha 11–15 Cha 16–17 Cha 18 Cha ≥ 19 Selling price Ring types 100 200 (266/354) 150 (199/265) 133 (177/236) 100 (133/177) 75 (100/133) 67 (89/118) 50 (66/88) 50 (38) adornment, hunger*, protection, protection from shape changers, stealth, sustain ability, warning 150 300 (400/532) 225 (300/399) 200 (266/354) 150 (200/266) 113 (150/200) 100 (134/178) 75 (100/133) 75 (57) aggravate monster*, cold resistance, gain constitution, gain strength, increase accuracy, increase damage, invisibility, poison resistance, see invisible, shock resistance 200 400 (532/708) 300 (399/531) 266 (354/472) 200 (266/354) 150 (200/266) 134 (178/236) 100 (133/177) 100 (75) fire resistance, free action, levitation, regeneration, searching, slow digestion, teleportation* 300 600 (800/1066) 450 (600/799) 400 (533/710) 300 (400/533) 225 (300/400) 200 (267/356) 150 (200/266) 150 (113) conflict, polymorph*, polymorph control, teleport control Prices in NetHack 3.6.0 and later Base cost Cha ≤ 5 Cha 6–7 Cha 8–10 Cha 11–15 Cha 16–17 Cha 18 Cha ≥ 19 Selling price Ring types 100 200 (267/356) 150 (200/267) 133 (178/237) 100 (133/178) 75 (100/133) 67 (89/119) 50 (67/89) 50 (38) adornment, hunger*, protection, protection from shape changers, stealth, sustain ability, warning 150 300 (400/533) 225 (300/400) 200 (267/356) 150 (200/267) 113 (150/200) 100 (133/178) 75 (100/133) 75 (56) aggravate monster*, cold resistance, gain constitution, gain strength, increase accuracy, increase damage, invisibility, poison resistance, see invisible, shock resistance 200 400 (533/711) 300 (400/533) 267 (356/474) 200 (267/356) 150 (200/267) 133 (178/237) 100 (133/178) 100 (75) fire resistance, free action, levitation, regeneration, searching, slow digestion, teleportation* 300 600 (800/1067) 450 (600/800) 400 (533/711) 300 (400/533) 225 (300/400) 200 (267/356) 150 (200/267) 150 (113) conflict, polymorph*, polymorph control, teleport control An asterisk (*) indicates that this ring is generated cursed 90% of the time. The most useful rings to price-identify are the most expensive and most powerful rings: the 200zm and 300zm rings. All 200zm rings, provided they are non-cursed, are useful and safe to wear. These include the rings of free action, slow digestion, searching, levitation, regeneration, fire resistance and teleportation. It is important to only wear rings from this group known to be non-cursed, since uncontrolled teleportitis or a cursed ring of levitation may be hazardous. The ring of levitation auto-identifies when worn; the effects of the other 200zm rings, with the probable exceptions of fire resistance or teleportation if you already have the intrinsics, will eventually become clear if you wear the rings. The ring of regeneration can also be quickly tested for: wear it, throw a (preferably non-breakable) object up to lose a few hit points, and watch if you re-gain them every turn. The 300zm rings include the rings of conflict, teleport control, polymorph, and polymorph control. The first two are among the most coveted items in the game and are frequent wish targets, however the ring of polymorph means that 300zm rings are not generally safe to wear. Conflict can still be easily identified by wearing it for a turn or two around a peaceful monster (remember that a shopkeeper, aligned priest, or your Quest leader are probably not wise choices). Teleport control can also be identified by putting on the ring and triggering a teleport (via trap, scroll, wand, etc.) If your 300zm ring is neither of these, do not wear it; use a scroll, spell, a handy sink or a source of enlightenment to reliably identify the other 300zm rings. Alternately, a riskier method of determining whether a 300zm ring is safe to wear is simply to wear it for a few hundred turns without wearing a shirt, cloak, or body armor (or wearing junk armor); that way, if you polymorph you will not break your useful armor. Wands Prices in NetHack 3.4.3 and earlier Base cost Cha ≤ 5 Cha 6–7 Cha 8–10 Cha 11–15 Cha 16–17 Cha 18 Cha ≥ 19 Selling price Wand types 100 200 (266/354) 150 (199/265) 133 (177/236) 100 (133/177) 75 (100/133) 67 (89/118) 50 (66/88) 50 (38) light, nothing 150 300 (400/532) 225 (300/399) 200 (266/354) 150 (200/266) 113 (150/200) 100 (134/178) 75 (100/133) 75 (57) digging, enlightenment, locking, magic missile, make invisible, opening, probing, secret door detection, slow monster, speed monster, striking, undead turning 175 350 (466/620) 262 (349/465) 233 (310/413) 175 (233/310) 132 (175/233) 117 (156/207) 87 (116/155) 87 (66) cold, fire, lightning, sleep 200 400 (532/708) 300 (399/531) 266 (356/472) 200 (266/354) 150 (200/266) 134 (178/236) 100 (133/177) 100 (75) cancellation, create monster, polymorph, teleportation 500 1000 (1332/1776) 750 (999/1332) 666 (888/1184) 500 (666/888) 375 (500/666) 334 (444/592) 250 (333/444) 250 (188) death, wishing Prices in NetHack 3.6.0 and later Base cost Cha ≤ 5 Cha 6–7 Cha 8–10 Cha 11–15 Cha 16–17 Cha 18 Cha ≥ 19 Selling price Wand types 100 200 (267/356) 150 (200/267) 133 (178/237) 100 (133/178) 75 (100/133) 67 (89/119) 50 (67/89) 50 (38) light, nothing 150 300 (400/533) 225 (300/400) 200 (267/356) 150 (200/267) 113 (150/200) 100 (133/178) 75 (100/133) 75 (56) digging, enlightenment, locking, magic missile, make invisible, opening, probing, secret door detection, slow monster, speed monster, striking, undead turning 175 350 (467/622) 263 (350/467) 233 (311/415) 175 (233/311) 131 (175/233) 117 (156/207) 88 (117/156) 88 (66) cold, fire, lightning, sleep 200 400 (533/711) 300 (400/533) 267 (356/474) 200 (267/356) 150 (200/267) 133 (178/237) 100 (133/178) 100 (75) cancellation, create monster, polymorph, teleportation 500 1000 (1333/1778) 750 (1000/1333) 667 (889/1185) 500 (667/889) 375 (500/667) 333 (444/593) 250 (333/444) 250 (188) death, wishing It is usually better to engrave ID wands to determine their identity, however base 175zm wands found in shops are all useful (cold, sleep, fire, or lightning), price identification can distinguish a wand of sleep from a wand of death without using another charge, any wand that makes engravings vanish that has a base price of 150zm is a wand of make invisible, and any wand that gives no message when engraved with a base price of 100zm is a wand of nothing. Spellbooks Prices in NetHack 3.6.0 and later Base cost Cha ≤ 5 Cha 6–7 Cha 8–10 Cha 11–15 Cha 16–17 Cha 18 Cha ≥ 19 Selling price Spellbook types 100 200 (267/356) 150 (200/267) 133 (178/237) 100 (133/178) 75 (100/133) 67 (89/119) 50 (67/89) 50 (38) Level 1 books: force bolt, protection, detect monsters, light, sleep, jumping, healing, knock 200 400 (533/711) 300 (400/533) 267 (356/474) 200 (267/356) 150 (200/267) 133 (178/237) 100 (133/178) 100 (75) Level 2 books: magic missile, drain life, create monster, detect food, confuse monster, slow monster, cure blindness, wizard lock 300 600 (800/1067) 450 (600/800) 400 (533/711) 300 (400/533) 225 (300/400) 200 (267/356) 150 (200/267) 150 (113) Level 3 books: remove curse, clairvoyance, detect unseen, identify, cause fear, charm monster, haste self, cure sickness, extra healing, stone to flesh 400 800 (1067/1422) 600 (800/1067) 533 (711/948) 400 (533/711) 300 (400/533) 267 (356/474) 200 (267/356) 200 (150) Level 4 books: cone of cold, fireball, detect treasure, invisibility, levitation, restore ability 500 1000 (1333/1778) 750 (1000/1333) 667 (889/1185) 500 (667/889) 375 (500/667) 333 (444/593) 250 (333/444) 250 (188) Level 5 books: magic mapping, dig 600 1200 (1600/2133) 900 (1200/1600) 800 (1067/1422) 600 (800/1067) 450 (600/800) 400 (533/711) 300 (400/533) 300 (225) Level 6 books: create familiar, turn undead, teleport away, polymorph 700 1400 (1867/2489) 1050 (1400/1867) 933 (1244/1659) 700 (933/1244) 525 (700/933) 467 (622/830) 350 (467/622) 350 (263) Level 7 books: finger of death, cancellation Determining the level of a spellbook can be very useful for spellcasters, since it can eliminate books that are much too high level to be read, and reveal books that should be easy to read. However, knowing the level of a spellbook is not very helpful unless the book is also BUC identified. Amulets All amulets cost 150zm and weigh 20, so they cannot be distinguished using price identification. Variants SLASH'EM Price identification is more complicated in SLASH'EM, partly due to the addition of several new items, and partly due to discriminatory role-based markups: Barbarians pay triple the base price ("Barbarians are gullible") Rogues pay double the base price ("Rogues are untrustworthy") Samurai pay double the base price ("Samurai are from out of town") Furthermore, in the black market, magical items cost 50 times the base price, and nonmagical items cost 25 times the base price. These markups are applied in this order, after any relevant unidentified item surcharge, sucker markup, and charisma modifier. Relevant parts of above tables that change are given in the table below. Prices in SLASH'EM Category Base cost Cha ≤ 5 Cha 6–7 Cha 8–10 Cha 11–15 Cha 16–17 Cha 18 Cha ≥ 19 Selling price Item types Rings 100 200 (266/354) 150 (199/265) 133 (177/236) 100 (133/177) 75 (100/133) 67 (89/118) 50 (66/88) 50 (38) adornment, hunger*, mood, protection, protection from shape changers, sleeping* stealth, sustain ability, warning 150 300 (400/532) 225 (300/399) 200 (266/354) 150 (200/266) 113 (150/200) 100 (134/178) 75 (100/133) 75 (57) aggravate monster*, cold resistance, gain constitution, gain dexterity, gain intelligence, gain strength, gain wisdom, increase accuracy, increase damage, invisibility, poison resistance, see invisible, shock resistance Wands 150 300 (400/532) 225 (300/399) 200 (266/354) 150 (200/266) 113 (150/200) 100 (134/178) 75 (100/133) 75 (57) digging, enlightenment, healing, locking, magic missile, make invisible, opening, probing, secret door detection, slow monster, speed monster, striking, undead turning 175 350 (466/620) 262 (349/465) 233 (310/413) 175 (233/310) 132 (175/233) 117 (156/207) 87 (116/155) 87 (66) cold, draining, fire, lightning, sleep 200 400 (532/708) 300 (399/531) 266 (354/472) 200 (266/354) 150 (200/266) 134 (178/236) 100 (133/177) 100 (75) cancellation, create monster, fear, polymorph, teleportation 300 600 (800/1066) 450 (600/799) 400 (533/710) 300 (400/533) 225 (300/400) 200 (267/356) 150 (200/266) 150 (113) create horde, extra healing, fireball Potions 50 100 (132/176) 75 (99/132) 66 (88/117) 50 (66/88) 38 (50/66) 34 (44/59) 25 (33/44) 25 (19) blood ("blood-red potion"), booze, fruit juice, see invisible, sickness 100 200 (266/354) 150 (199/265) 133 (177/236) 100 (133/177) 75 (100/133) 67 (89/118) 50 (66/88) 50 (38) amnesia ("sparkling potion"), clairvoyance, confusion, extra healing, hallucination, healing, holy water ("blessed clear potion"), unholy water ("cursed clear potion"), restore ability, sleeping 150 300 (400/532) 225 (300/399) 200 (266/354) 150 (200/266) 113 (150/200) 100 (134/178) 75 (100/133) 75 (57) blindness, ESP, gain energy, invisibility, monster detection, object detection 300 600 (800/1066) 450 (600/799) 400 (533/710) 300 (400/533) 225 (300/400) 200 (267/356) 150 (200/266) 150 (113) gain ability, gain level, invulnerability, paralysis 350 700 (932/1242) 525 (699/931) 466 (621/828) 350 (466/621) 263 (350/466) 234 (311/414) 175 (233/310) 175 (132) vampire blood ("blood-red potion") Robes 25 50 (66/88) 37 (49/66) 33 (44/58) 25 (33/44) 19 (25/33) 17 (22/30) 12 (16/22) 12 (9) robe 50 100 (132/176) 75 (99/132) 66 (88/117) 50 (66/88) 38 (50/66) 34 (44/59) 25 (33/44) 25 (19) power, protection, weakness Cloaks 40 80 (106/140) 60 (79/105) 53 (70/93) 40 (53/70) 30 (40/53) 27 (36/47) 20 (26/35) 20 (15) leather, orcish ("coarse mantelet"), poisonous 60 120 (160/212) 90 (120/159) 80 (106/141) 60 (80/106) 45 (60/80) 40 (54/71) 30 (40/53) 30 (23) elven ("faded pall"), invisibility, lab coat ("white coat"), magic resistance GruntHack In GruntHack, shopkeepers that hate your race increase the buy price of every item by 33% (multiplying by 4⁄3), and cut the sell price of every item by 66% (dividing by 3). The base price of any item is increased if it has object properties: 100 for one property, 500 for two properties, 1000 for three properties, and so on. Additionally, whenever in a shop you can view the prices of any items you have within a container you own in your inventory, even if the shop would not normally take that type of item. UnNetHack In UnNetHack, the random 25% reduction of selling price is applied per shop, rather than per item. Additionally, Tourists have a 1⁄3 chance of all items in a shop being identified the first time they enter it. FIQHack In FIQHack, all items in shops are automatically identified for Tourists, including items that you sell to shopkeepers. History In NetHack 3.4.3, the random modifiers for unidentified items also applied to identified items; all surcharges and price reductions are also applied sequentially, using integer arithmetic. For example, if a character with charisma 7 buying an item with base price of 100 is charged an unidentified surcharge, the shopkeeper's price is calculated as follows: 100 base price 4⁄3 unidentified surcharge multiplier = 100 × 4⁄3 = 133 3⁄2 charisma multiplier = 133 × 3⁄2 = 199 In 3.6.* versions, the calculation accumulates integer multipliers and divisors for all adjustments, then applies these once at the end to get the effective price. Thus for the same example, the calculation will be: (4⁄3) × (3⁄2) = 12⁄6 100 × 12⁄6 = 200 This sometimes results in prices 1 to 2 zorkmids higher or lower than would be obtained in previous versions. The stated intention of this change is to make price identification harder by ensuring that the price of items marked up twice more often equals another base price, e.g. 200zm instead of 199zm. Another consequence of this method is that the order in which adjustments are applied no longer matters. Before NetHack 3.6.1, the random modifier for selling unidentified items was determined per-sale, not per-shopkeeper. By repeatedly dropping the item, declining the sale, and picking it up again, you'd eventually get two different quotes, the higher of which was the correct one. References ↑ src/shk.c in NetHack 3.6.6, line 2134 ↑ src/shk.c in NetHack 3.6.6, line 2128 External links Various external tools exist for the purpose of aiding in price IDing: Clippy Determine Objects by their Price, which is more accurate due to taking some more corner cases into account, but less broad because it only works magical items and excludes weapons, armor, tools, and gems. Consolidated item tables on alt.org, which are 3.4.3-specific and lists the base price of every single item (which has not changed since) NetHack Shopping Spoiler, another 3.4.3-specific resource mirrored on alt.org DizzyPrice via archive.org, an open-source price ID tool updated to the new rounding method for the NetHack 3.6.0 series. #annotate at NetHackathon, a companion app that contains a price ID tool and several other note-taking features
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# Frankenstein's Lab In SLASH'EM, Frankenstein's lab is accessed by a stairway up located between levels 3 and 12 of Gehennom. It consists of a single level, composed of a set map (detailed below) surrounded by a random maze. Like Vlad's Tower, it is not considered part of Gehennom, meaning prayer is safe, but dangerous angelic beings can also spawn. Contents 1 Level 2 Strategy 3 See also 4 Reference Level  ----------------------------. |..........................|. |.-----------------------|.|. |.|......................|.|. |.|.--------------------.|.|. |.|.|Q'Q^|.........​'​'​'^|.|.|. |.S.|'Q'^S.........​'​'​'^S.|.S. |.|.|Q'Q^|.........​'​'​'^|.|.|. |.|.--------------------.|.|. |.|......................|.|. |.------------------------.|. |..........................|. ----------------------------. Doctor Frankenstein is in the small room in the right-center area, surrounded by four flesh golems, two genetic engineers, and two quantum mechanics; he is standing on an ice box. The room outside the lab contains nine random ', generated as three stacks of three each. Roaming the level are Frankenstein's Monster, two genetic engineers, two quantum mechanics, four random ', and four other random monsters. The marked traps are squeaky boards; other traps include a spiked pit, an anti-magic field, a magic trap, and a polymorph trap. Scattered throughout the level are two random potions, two random scrolls, two random wands, and two random spellbooks. The down staircase back to Gehennom can be found in the maze surrounding the lab. Strategy By the time you reach Frankenstein's Lab, neither Doctor Frankenstein nor his monster will be much of a threat. However, the random golems in the main room will usually include some of SLASH'EM's gemstone golems, which can be dangerous. More of a potential threat, however, are the angelic beings that can generate on the level, since it is not considered part of Gehennom. If you are not lawful, be careful, and use telepathy to check if any A have spawned. See also Special level (SLASH'EM) Reference From frnknstn.des source file.
# 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      22:24  Call‎‎ (7 changes | history) . . (+2,271)‎ . . [Umbire the Phantom‎; Ion frigate‎ (3×); Cathartes‎ (3×)]       22:24 (cur | prev) . . (+44)‎ . . Umbire the Phantom (talk | contribs) (some sectioning)       22:18 (cur | prev) . . (+214)‎ . . Cathartes (talk | contribs) (→‎Limitations: you can rename Vlad in 3.6+ though)       22:09 (cur | prev) . . (+77)‎ . . Cathartes (talk | contribs) (mention named corpses, version, references section)       22:06 (cur | prev) . . (+265)‎ . . Cathartes (talk | contribs) (→‎Limitations: add ref; also, reviving the renamed the statue/corpse of a unique monster doesn't preserve the new name after 3.6.1)       06:59 (cur | prev) . . (+3)‎ . . Ion frigate (talk | contribs) (ambiguous clause)       06:55 (cur | prev) . . (+2)‎ . . Ion frigate (talk | contribs) (You can actually use single or double quotes in a monster name, but this is more legible)       06:52 (cur | prev) . . (+1,666)‎ . . Ion frigate (talk | contribs) ("What do you want to call King Arthur called the idiot?" "The idiot doesn't like being called names!")
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# Talk:Covetous If you let Asmodeus steal the amulet for you in the Sanctum, will he follow if you levelport? Tjr 23:31, 1 December 2008 (UTC) He will not. --MisplacedPixels 19:29, 3 December 2008 (UTC) which monsters have stealing attacks The claim that only Rodney and the quest nemeses can actually steal artifacts seems to accord with the individual monster pages. Rodney and the nemeses are listed as having artifact-stealing claw attacks, the other covetous monsters aren't. -- Slandor 18:01, June 25, 2010 (UTC) stealing non-coveted items The Dark One has stolen the Book of the Dead from me once, even though he doesn't covet it actively. --Tjr 07:58, 18 April 2012 (UTC) Yep, the AD_SAMU attack code just calls stealamulet, with a 1/20 chance, if you have your quest artifact, the Amulet, or any of the invocation items. This function just tries to steal, in order of priority, the Amulet, your quest artifact, the Bell, the Book, and the Candelabrum; it doesn't distinguish what covetous properties the monster has. I believe the amulet-stealing attack is actually independent from covetous behavior; coveting a specific item means that monsters will pick the item up off the ground, attack other monsters with the item, and have that really annoying movement pattern. It doesn't actually give them the ability to steal the item; hence, master/arch liches can never steal anything from you, even though they're covetous, since they don't have the AD_SAMU attack. In theory you could have a non-covetous monster capable of stealing all the covetable items, but no such monster exists - only quest nemeses and the Wizard have the AD_SAMU attack. -Ion frigate 10:55, 18 April 2012 (UTC)
# File:Warped amulet.png File File history File usageNo higher resolution available. Warped_amulet.png ‎(16 × 16 pixels, file size: 306 bytes, MIME type: image/png) Summary Warped amulet 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 current23:33, 4 August 200916 × 16 (306 bytes)Ray Chason (talk | contribs)Warped amulet from UnNetHack. {{NGPL}} Category:16x16 tiles You cannot overwrite this file. File usage The following page uses this file: List of UnNetHack 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 17:58, 24 July 2023 Namespace: all (Main) Talk User User talk NetHackWiki NetHackWiki talk File File talk MediaWiki MediaWiki talk Template Template talk Help Help talk Category Category talk Source Source talk Forum Forum talk Video Video talk User blog User blog talk Blog Blog talk Module Module talk  Invert selection  Associated namespaceTag filter:Page name: Show changes to pages linked to the given page instead List of abbreviations: N This edit created a new page (also see list of new pages) m This is a minor edit b This edit was performed by a bot (±123) The page size changed by this number of bytes 24 July 2023  m   16:09  EvilHack‎‎ (3 changes | history) . . (+1,958)‎ . . [K2‎ (3×)]  m    16:09 (cur | prev) . . (+1,831)‎ . . K2 (talk | contribs) (→‎Shields: details)  m    15:42 (cur | prev) . . (+113)‎ . . K2 (talk | contribs) (→‎Game mechanics: placeholder for new skills)  m    15:15 (cur | prev) . . (+14)‎ . . K2 (talk | contribs) (→‎Air: more wording)      00:43  Electric eel‎ (diff | hist) . . (+193)‎ . . Umbire the Phantom (talk | contribs) (formatting, make strategy more sensible) 23 July 2023      22:42  Weapon‎ (diff | hist) . . (+495)‎ . . Cathartes (talk | contribs) (→‎Description: weapon use by monsters; also a note for the "weapon (n)d(y)" format that this wiki uses in monster infoboxes since I don't know where else in the wiki to put this info)      08:36  EvilHack‎ (diff | hist) . . (-82)‎ . . Umbire the Phantom (talk | contribs) (pass for word choice and rephrasing) 21 July 2023      14:30  EvilHack‎‎ (3 changes | history) . . (+1,487)‎ . . [K2‎ (3×)]  m    14:30 (cur | prev) . . (+17)‎ . . K2 (talk | contribs) (→‎Major changes: convicts and thievery)       14:17 (cur | prev) . . (+1,444)‎ . . K2 (talk | contribs) (→‎Game mechanics: open air)  m    13:42 (cur | prev) . . (+26)‎ . . K2 (talk | contribs) (→‎Game mechanics: move artifact twoweaponing behavior under 'twoweaponing' section) 20 July 2023      01:28  Erosion‎ (diff | hist) . . (+141)‎ . . Tomsod (talk | contribs) (→‎Strategy: blessing may be enough) 18 July 2023  m   04:53  EvilHack‎ (diff | hist) . . (0)‎ . . K2 (talk | contribs) (build date)
# File:Uvuudaum.webp File File history File usageError creating thumbnail: convert: delegate failed `"dwebp" -pam "%i" -o "%o"' @ error/delegate.c/InvokeDelegate/1310. convert: unable to open image `/tmp/magick-19242xi6aIEKt4qWl': No such file or directory @ error/blob.c/OpenBlob/2712. convert: unable to open file `/tmp/magick-19242xi6aIEKt4qWl': No such file or directory @ error/constitute.c/ReadImage/540. convert: no images defined `/tmp/transform_4f70c9568e6d.png' @ error/convert.c/ConvertImageCommand/3210. Error code: 1No higher resolution available. Uvuudaum.webp ‎(400 × 569 pixels, file size: 82 KB, MIME type: image/webp) Summary An Uvuudaum. Source: Jeff Grubb, Bruce R. Cordell, David Noonan (September 2001). Manual of the Planes 3rd edition. (Wizards of the Coast), p. 213. ISBN 0-7869-1850-8 Licensing This work is copyrighted. The individual who uploaded this work and first used it in an article, as well as subsequent persons who place it into articles, asserts that this qualifies as fair use of the material under United States copyright law. File history Click on a date/time to view the file as it appeared at that time. Date/TimeThumbnailDimensionsUserComment current01:10, 2 July 2023Error creating thumbnail: convert: delegate failed `"dwebp" -pam "%i" -o "%o"' @ error/delegate.c/InvokeDelegate/1310. convert: unable to open image `/tmp/magick-192470MsiFatLdHmp': No such file or directory @ error/blob.c/OpenBlob/2712. convert: unable to open file `/tmp/magick-192470MsiFatLdHmp': No such file or directory @ error/constitute.c/ReadImage/540. convert: no images defined `/tmp/transform_3888a607a3df.png' @ error/convert.c/ConvertImageCommand/3210. Error code: 1400 × 569 (82 KB)EasterlyIrk (talk | contribs)An Uvuudaum. Source: Jeff Grubb, Bruce R. Cordell, David Noonan (September 2001). Manual of the Planes 3rd edition. (Wizards of the Coast), p. 213. ISBN 0-7869-1850-8 You cannot overwrite this file. File usage There are no pages that use this file.
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# File:Migo worker (dnethack).png File File history File usage MetadataNo higher resolution available. Migo_worker_(dnethack).png ‎(16 × 16 pixels, file size: 303 bytes, MIME type: image/png) File history Click on a date/time to view the file as it appeared at that time. Date/TimeThumbnailDimensionsUserComment current04:52, 12 June 201316 × 16 (303 bytes)Chris (talk | contribs) You cannot overwrite this file. File usage The following 2 pages uses this file: Migo 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
# Spellbook of cone of cold spellbook of +   cone of cold   Appearance random Abundance 1.01% Base price 400 zm Weight 50 Turns to read 21 Ink to write 20–39 Spell type attack Level 4 Power cost 20 Pw Direction ray/distant Equivalent wand of cold Special for valkyrie Cone of cold is a medium-level attack spell. It is the Valkyrie's special spell. Contents 1 Effects 1.1 Unskilled or Basic 1.2 Skilled or Expert 2 Messages 3 Strategy 4 See also 5 References Effects Unskilled or Basic At Unskilled or Basic skill level, the spell zaps a ray with the same effect as a wand of cold. NetHack will prompt you for a direction in which to cast the spell; you can also zap it at yourself, although this is not recommended. Zap Case Effect monster monster is unseen The location of the monster is revealed. monster is cold resistant no effect otherwise does (XL/2 + 1)d6 damage, plus damage bonus. monster is fire resistant additional (XL/2 + 1)d3 damage you are a Knight with the MMoM the above damage is doubled. monster is carrying potions they may freeze and shatter self you are not cold resistant does 12 to 72 damage you are carrying potions they may freeze and shatter location water it freezes lava it solidifies closed door it is destroyed, and the ray is halted Skilled or Expert At Skilled or Expert level, you may choose a location at which to cast explosions of cold, with the following restrictions: this location must be no more than 10 squares away; it must be an open space; you must either see the chosen square normally (it must be lit and in the line of sight) or sense a monster on it via telepathy, infravision, a blessed potion of monster detection, or its spell equivalent (warning will not suffice)[1]. The last two conditions do not need to be met if you are engulfed.[2] In this case, the explosions will be centered around yourself, and nothing will be affected outside the engulfing entity.[3] If there is a wall on the straight line between you and your target, the spell will explode around the square immediately before the first wall.[4] Otherwise, the explosions will be centered around the location you chose. 2 to 9 explosions follow; the first is in the center, the subsequent ones randomly at any of the nine squares around that point. Each explosion affects the surrounding squares.[5] The damage to non-cold-resistant monsters is just XL/2 + 1 plus spell damage bonus,[6] halved if they resist, doubled if they are resistant to fire, and doubled again is they're grabbing you and you're within blast radius.[7] Monsters are dealt additional damage equal to the number of potion stacks in their inventory, even if they're cold resistant and potions didn't freeze.[8] Any explosions that would be centered on yourself do not take place, but instead do damage as 'zap self' above. Explosions produce noise.[9] Messages The cone of cold hits the <monster>. You cast the spell at Unskilled or Basic. The cone of cold rips into the <monster>." You cast the spell at Unskilled or Basic, while swallowed. You imitate a popsicle! You cast the spell at yourself, while not cold resistant. You feel a little chill. You cast the spell at yourself, while cold resistant. The water freezes. You cast the spell at water. The moat is bridged with ice! You cast the spell at a moat. You hear a crackling sound. The spell froze water that you couldn't see. The water freezes for a moment. You cast the spell at water on the Plane of Water. You hear a soft crackling. You cast the spell at water you couldn't see on the Plane of Water. The lava cools and solidifies. You cast the spell at lava. The door freezes and shatters! You cast the spell at a door. You feel cold. You cast the spell at a door you couldn't see. Your mind fails to lock onto that location! You tried to cast the spell at a location you couldn't see. The spell dissipates over the distance! You tried to cast the spell over too great a distance. You're joking! In this weather? You tried to cast the spell underwater. You had better wait for the sun to come out. You tried to cast the spell at Skilled or Expert on the Plane of Water. <monster> is caught in the ball of cold! You cast the spell at Skilled or Expert. You are caught in the ball of cold! You cast the spell at Skilled or Expert, at yourself. Strategy The best possible casting scenario for this spell is if you are a level 30 character, 18 intelligence, and are casting at a fire-resistant monster. In this case, you can cast up to 9 cold explosions, each of which could hit the monster's square for (6×16&nbsp;+ 3×16) damage, for a total of 1296 damage. This makes this spell potentially the most devastating attack in NetHack, although under normal circumstances magic missile is likely to be better. The cone of cold is most useful for crowd control in Gehennom, where many of the monsters are fire-resistant and thus more vulnerable to the spell. It is also very useful for dealing with vampires transformed into other forms. As of 3.6.0, any vampire bat, wolf or fog cloud in Gehennom is likely to come back to life as a vampire or vampire lord; using a cone of cold might kill the transformed form with an early blast and the risen vampire with one of the subsequent blasts. Coupled with detect monsters, this can be done from another room or corridor, keeping the player safe from the vampiric life-draining attack. Enhancing to expert skill gives no benefits over skilled for this spell besides a decreased spell failure rate. A level 30 Valkyrie with a robe can cast this spell at 2% fail thanks to Valkyries' specialty spell bonus. The fail rate is 33% if the Valkyrie also wears gauntlets of power. See also Wand of cold Frost horn Spellbook of fireball References ↑ spell.c in NetHack 3.6.1, line 1232 ↑ spell.c in NetHack 3.6.1, line 1241 ↑ explode.c in NetHack 3.6.1, line 88 ↑ dothrow.c in NetHack 3.6.1, line 442 ↑ spell.c in NetHack 3.6.1, line 1048 ↑ spell.c in NetHack 3.6.1, line 1060 ↑ explode.c in NetHack 3.6.1, line 444 ↑ explode.c in NetHack 3.6.1, line 411 ↑ explode.c in NetHack 3.6.1, line 575 This page is based on a spoiler by Dylan O'Donnell. The original license is: Redistribution, copying, and editing of these spoilers, with or without modification, are permitted provided that the following conditions are met: The original contributors to any spoiler must continue to be credited. Any modifications to the spoiler must be acknowledged and credited. This page may need to be updated for the current version of NetHack. It may contain text specific to NetHack 3.6.0. 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. </monster></monster></monster>
# Rogue Wikipedia has an article about: Thief (character class) This article is about the player role. For the game, see Rogue (game). The Rogue is a player role. Rogues are skilled thieves. From the guidebook: Rogues are agile and stealthy thieves, with knowledge of locks, traps, and poisons. Their advantage lies in surprise, which they employ to great advantage. Rogues can be humans or orcs, and are always chaotic. Contents 1 Starting equipment 2 Intrinsics 3 Skills 4 Special rules 5 Strategy 5.1 Character creation 5.2 Early game 5.2.1 Objectives 5.2.2 Weapons 5.2.2.1 Projectiles 5.2.3 Contemplating twoweaponing 5.2.4 Armor 5.2.5 Spells 5.3 Midgame 5.3.1 Objectives 5.3.2 Weapon choices 5.3.2.1 Artifact weapons 5.3.3 Spells 5.3.4 Armor 5.4 Late game 5.4.1 Weapons 5.4.2 Armor 6 Rank titles 7 Quest 8 Variants 8.1 SLASH'EM 9 Encyclopedia entry 10 See also 11 References Starting equipment an uncursed +0 short sword (orcish short sword if an orc) 6–16 uncursed +0 daggers (orcish daggers if an orc) an uncursed +1 leather armor (5% chance of being blessed) an uncursed potion of sickness an uncursed lock pick an uncursed sack 20% chance of a blindfold for orcs, 2 random food items (each of which has the usual chance of being a stack of 2) Intrinsics XL 1: Stealth XL 10: Automatic searching Skills Rogue skills Max Skills Basic Weapons: two-handed sword, morning star, flail, hammer, polearms, spear Combat: riding Skilled Weapons: broadsword, long sword, scimitar, saber, club, mace, shuriken Spells: divination, escape, matter Expert Weapons: dagger, knife, short sword, crossbow, dart Combat: bare hands, two weapon combat Rogues start with Basic skill in Short sword and Dagger. Special rules Rogues get a +1 bonus to multishot when throwing daggers. Rogues gain an additional 1d(XL) "backstab" damage when striking a fleeing monster in melee and not two-weaponing. Elbereth, scrolls of scare monster, leather drums and tooled horns are particularly useful for rogues. Rogues are eligible for up to two bonuses when disarming floor traps: one bonus applies with a (Xlvl/60) chance, while the other applies if the Rogue is carrying the Master Key of Thievery. Rogues have double the normal chance of disarming container traps. Rogues also have additional proficiency with lock picks and credit cards - a Rogue with high dexterity is actually faster with picks than with a skeleton key. (While the guidebook describes Rogues as "thieves," they do not have any inherent ability to steal gold or items from monsters or shops.) Strategy Character creation Orcs have an easier early game because of their starting food, poison resistance, infravision, and ability to commit cannibalism or same-race sacrifice with impunity. Orcish daggers are slightly inferior, but it won't take you long to collect a set of generic daggers with which to replace them. On the other hand, humans have better HP growth, as well as several advantages that become important later in the game: they have better energy growth than orcs, and their higher intelligence and charisma caps make spellcasting and consorting with foocubi more reliable. Humans have other means of compensating for the lack of infravision, including warning (e.g. from your quest artifact) if all else fails. Orcish monsters are more likely to be generated peaceful for orcish heroes, while elven monsters are likely to be generated peaceful for chaotic humans - elves are always hostile to player orcs, and can be a fairly early nuisance to orcish Rogues due to ignoring Elbereth. Human monsters are not available as early for same-race sacrifices, and some of their corpses are harder to procure reliably compared to the groups of hostile orcs that may be generated. Early game Objectives The two top priorities in the early game are finding food and developing your primary attacks, which are weighted differently for humans and orcs. Orcish rogues' starting food items buy them some time to train before they need to start looking for food; once they do need to scavenge for food, they have more options thanks to their poison resistance—which allows them to eat the corpses of poisonous monsters like kobolds safely—and their ability to eat their own kind without an alignment penalty. Human rogues, however, will need to look for nonpoisonous corpses and (better yet) permafood on the first few levels of the dungeons. Since rogues can start with a relatively low strength, it is a good idea to make an early run for Sokoban and push boulders to exercise that attribute. Raising strength not only increases your carrying capacity, but also the damage potential from your thrown daggers due to the bonus it provides; the random food items generated in that branch are also very welcome to a hungry rogue, and both of the two possible prizes can be of great use to them. A bag of holding helps shore up carrying capacity, while an amulet of reflection can protect your inventory and save you from many potentially game-ending wand attacks. Weapons A rogue's best attack in the early game is a volley of thrown daggers. Rogues should rely on throwing daggers as much as circumstances and their stock of daggers permit in order to raise the dagger skill to Expert before anything else. Having Expert level in the skill, combined with the role's bonus to multishot, allows you to throw up to four daggers at once, and gives each dagger a +2 damage bonus. However, be aware that if one of your daggers kills your target, any remaining daggers you threw may fly past the corpse and anger peaceful monsters behind it. Use the numeric prefix to fire only one dagger at a time when necessary, especially in Minetown. You may choose to wield one of your daggers in melee as well, instead of your starting short sword, because every bit of dagger training helps. There is little reason to train your short sword skill if you plan to get an artifact melee weapon; however, an elven short sword is perfectly serviceable for later twoweaponing. One dagger can be separated from your starting stack for wielding by using the #adjust command with a number prefix to change the letter under which it is stored in your inventory; it is possible to quiver all but one of a wielded stack of weapons, changing the letter of the second set automatically. You can then #name the two sets differently to prevent them stacking. To increase your supply of ammunition, collect any daggers you find, but curse-test them before wielding any. Elven daggers are especially desirable—being made of wood, they cannot rust or corrode, so they are good for fighting rust monsters and acidic monsters that would damage iron weapons. Projectiles Various non-dagger missile weapons—such as darts, crossbow bolts, and shuriken—can be poisoned by #dipping them into your starting potion of sickness. One strategy is to #untrap dart traps, which are fairly common in the upper levels of the Dungeons of Doom, and then poison the resulting large stack of darts using the potion. Poisoned weapons do an additional d6 damage to non-resistant monsters, and also have a 10% chance of killing the monster outright, making it ideal for tougher monsters - intelligent monsters can pick up poisoned weapons and toss them back at you, however. As magic cancellation does not protect against poisoning from thrown weapons, human Rogues should obtain the property as soon as they can and use poisoned missiles cautiously until then; orcs start with poison resistance, making this a much less risky option for them. Rogues can also reach Expert in crossbows, so another possibility is to collect bolts in the Mines and poison them. Unlike darts, bolts require a launcher, but their damage potential is greater (1d4+1/1d6+1 vs 1d3/1d2). Both kinds of missiles have a chance of breaking, which can be reduced by enchanting them; if you plan to use crossbows, it is usually worthwhile to avoid advancing their skill beyond Basic until you have mastered daggers. Depending on your early weapon choices, you may find it easier to commit to a specific type of projectile down the line. Contemplating twoweaponing Rogues are one of the few roles who can reach Expert in twoweapon combat. They also reach Expert in the knife skill, so they are the role that gets the most effect out of using a crysknife as a secondary weapon. In NetHack 3.4.3 and previous versions, twoweaponing was relatively unpopular since rogues cannot reach Expert skill in the better artifact weapons (besides Magicbane, which is cross-aligned) and cannot backstab if they are wielding two weapons at once, sacrificing the bonus damage that was one of the most popular features of the role. Because of this, many players did not train the twoweapon skill at all, reserving the skill points for other skills, and using the free hand to augment their AC with a shield. Backstab damage has been significantly weakened starting with NetHack 3.6.0: it now only occurs in single-weapon melee and no longer applies to thrown projectiles. Backstabbing is still useful as an early game tactic, but its intermittent damage bonus now pales in comparison to consistent, high-level twoweaponing in the later game. Twoweaponing can be considered an alternative way to produce major artifact damage with weaker weapons. Before strength, enchantment and skill bonuses, Grayswandir will average 9 and 19.5 damage against non-haters and silver-haters respectively. A crysknife/silver dagger twoweapon will yield approximately 7.75 and 18.25. With full strength, skill and enchantment available to a rogue, a single-handed Grayswandir will average 30 and 40.5 while the the crysknife/silver dagger twoweapon averages 35.75 and 46.25; the chaotic Grimtooth averages the same damage as a single crysknife for a Rogue without requiring training in a new skill. Armor A Rogue's starting leather armor is not very good past the early game, and can be traded out for almost any noncursed body armor. Given their restrictions on attack and healing spells, rogues are not likely to rely heavily on magic in the heat of battle for most of the game, so they should not be as concerned about spellcasting failure. They typically start with low strength, however, and encumberment is a serious inconvenience in the early game, so avoid wearing anything you cannot lift without becoming Burdened. Mithril coats are most ideal for the early game, as they are not only high AC (and MC2) but weigh no more than your starting leather armor. Once you are confident in your fighting skills, fight dwarves and hobbits to relieve them of their mail. Rogues who seek to backstab over twoweaponing in 3.4.3, previous versions and variants based on them lose the least from wearing a shield, since all of their best weapons are one-handed; the shield of reflection is their best option, eliminating the need for an amulet of reflection or SDSM and freeing up the neck and torso slots for other items, but they are unfortunately rare. This is much less true as of 3.6.0 and later versions, where twoweaponing is more preferable. Rogues are at a disadvantage when it comes to attempting the protection racket, because while their starting sack is handy for shoplifting and credit cloning, the Mines will inevitably be dangerous because dwarves and gnomes alike are hostile to chaotics. Since armor is less disadvantageous for Rogues than for other roles, racking up early protection points is less urgent for them. Spells Rogues do not start with knowledge of any spells or skill in any spell school, and their starting intelligence (their spellcasting attribute) and spellcasting power are both low, so spellcasting is not likely to be reliable in the early game. However, once you have a reliable source of food, and a safe place to read, it may be worthwhile to pick up spellbooks and read them so you can recognize useful spellbooks later. Spells in the divination, escape, and matter classes can be trained, while most spells outside of your strong schools can be forgotten and cast to confuse yourself later. Once you have learned low-level spells in your schools (such as detect monsters and jumping) and have at least 5 power points, you can take advantages of lulls in the action to remove interfering armor and practice casting those spells to train the respective skills after you have reached expert in daggers. Midgame Objectives The Rogue quest is infamous as one of the trickiest in NetHack, and advance preparation is required to complete it; see the strategy section for details. The Rogue quest artifact is the Master Key of Thievery, a very nice artifact which confers the half physical damage, warning, and teleport control extrinsics and makes untrapping more reliable. It can also be invoked to untrap boxes and doors with 100% success -- this useful properly is easy to forget, so keep it in mind. Warning is somewhat superseded by telepathy, though the properties can complement each other, and there are other sources of teleport control (including tengu meat); half physical damage is useful and rare enough to make the Master Key a wish target for other chaotics on its own. If you have obtained the quest artifact without a source of magic resistance, seeking it out should be your next immediate goal. Weapon choices Once you have access to holy water and scrolls of enchant weapon, you have a few choices of projectile weapons: daggers, darts, or crossbow bolts, any of which you can advance to Expert. If you have not committed to a projectile at this point, consider the advantages and disadvantages of each as listed below: Daggers have multishot and to-hit bonuses and are likely to be at least Skilled if not Expert by this point of the game, though the to-hit bonus may not make as much difference at this stage. Unfortunately, they are the only projectile that cannot be poisoned, and are also fairly heavy at 10 aum per dagger: the weight from a sizeable stack can add up, as many characters can struggle to carry more than 16-20 daggers without help from a bag of holding, and they exhaust quicker when thrown, making retrieval somewhat tricky in some cases. That said, daggers do not require a launcher like crossbow bolts, and also do not "mulch" like darts or bolts can, making them a low-maintenance option for a melee-focused rogue. Darts deal slightly less base damage than daggers (at most one point on average, assuming elven daggers against a small target), and also lack a multishot bonus; switching to them from daggers requires six skill slots. Darts also weigh 1⁄10th as much as daggers and do not require a launcher, making encumbrance much easier to manage in comparison. They can easily be obtained in bulk from dart traps and poisoned with your starting potion of sickness for extra damage and the chance of an instakill, although many late-game enemies are poison-resistant. Darts are often the most ideal choice for a ranged-focused game plan - you can often carry more than enough to freely engage certain monsters such as disenchanters or flying monsters like mind flayers that are over a moat, or else flee from potentially-lethal threats, all without losing much ranged capability from eroded, mulched or otherwise-lost darts. Crossbow bolts deal slightly more base damage against small targets and substantially more against large ones. However, bolts also require a crossbow, which takes in-game time to switch to - this can prove unwieldly if the crossbow ends up cursed, and is generally incompatible with two-weaponing. Additionally, bolts do not benefit from +3 or higher strength damage bonuses like other projectiles, and have a multishot penalty unless you have at least 18 strength; switching to them from daggers also requires six skill slots. This and the carrying capacity required due to the launcher, as well as their relative rarity compared to darts, generally make bolts the hardest of the projectiles to utilize. With this in mind, bolts weigh 1⁄10th as much as daggers and can be poisoned much like darts, and still generate often in the inventories of ​G gnomes and ​C centaurs - losing individual bolts is also not as pressing as leaving daggers behind. The crossbow's enchantment only affects to-hit bonuses, so enchanting the bolts should prove sufficient for Rogues willing to take this route. An aklys is the lowest-maintenance weapon, weighing only 15 aum and being almost infinitely reusable. Since it can't be multishot, there's little benefit to advancing club skill beyond Basic, saving five skill slots relative to the projectile weapons. Its damage potential is far less than any of the above options, but a well-enchanted aklys is still sufficient to safely deal with the occasional cockatrice, mimic, or sea monster. Whichever missiles you choose, bless and rustproof them and raise their enchantment to increase their damage potential and accuracy: the bonus damage from enchantment somewhat flattens out the difference between their base damage. A ring of increase damage with a positive enchantment is a very useful supplement when throwing weapons, with the damage bonus applied to each hit - a scroll of charging or two should raise the ring's enchantment to a suitable level, though beware of exploding the ring! Artifact weapons Rogues can look for a powerful artifact weapon to back up their ranged daggerstorm with a strong melee attack that uses their backstab bonus to full effect. Sacrificing for an artifact weapon is not terribly useful for Rogues, since they do not have a guaranteed sacrifice gift and the available chaotic artifact gifts are either very weak or of very narrow utility, with the exception of Stormbringer - at least one sacrifice gift is required before they have any hope of getting one of the more useful weapons such as the unaligned Brands. Two of the better options, Magicbane and Grayswandir, are cross-aligned and must be wished for or found in bones - watch out for the (admittedly small) blasting damage. Magicbane's scare attack frequently causes monsters to flee, and as an athame it uses the dagger skill that Rogues are naturally proficient in and can reliably engrave Elbereth. Grayswandir's double damage applies to backstab damage, and rogues can reach Skilled in saber. Spells Rogues can reach Skilled in divination spells and escape spells, as well as the somewhat less useful matter spells, and human rogues can reach a respectable 87% success rate without a robe. You most likely started the game with a mediocre intelligence, so consider collecting any potions you find and performing alchemy to brew up some potions of gain ability. In the absence of useful spells, however, rogues can easily make do without. Divination spells are worth raising to Skilled once you have at least two skill slots free, since several spells in this class (detect monsters, detect treasure, and identify) have improved effects at this level. Identify can save you a lot of curse-testing, and magic mapping is a boon in Gehennom. Advancing escape spells to Skilled is less important, but can be useful if you want to rely on the jumping spell to reach tiles not accessible with jumping boots, or be able to terminate the levitation spell at will. There is little reason to advance matter spells far, as Rogues are unlikely to have the spellcasting abilities or power to cast polymorph. Armor If you chose to use a shield instead of twoweaponing, and you haven't found a shield of reflection before reaching Medusa's Island, checking Perseus's statue for one can be especially rewarding, provided you are careful not to get stoned by Medusa. Late game Weapons Entering the late game, rogues should continue to refine their primary attacks, enchanting their melee artifact weapon to +5 or +6 and enchanting their missiles as well. Silver daggers are often desirable missile weapons, but are exceedingly rare, and not worth a wish. If you choose to try twoweaponing despite forfeiting the backstab bonus, good secondary weapon choices for Rogues are crysknives, silver sabers, katanas, and elven broadswords. Crysknives pair well with Magicbane, since you can train both weapon classes to Expert for the lowest to-hit and damage penalty. If you have Grayswandir, Stormbringer, or one of the Brands, you may prefer using secondary weapons from the same classes so you do not have to train a second weapon skill. Armor Rogues can use shields of reflection comfortably if they so choose, allowing them to forego silver dragon scale mail in favor of gray dragon scale mail - this supplies the magic resistance that your quest artifact lacks, and frees the neck and cloak slots for other items. Alternately, you may choose SDSM if you have another source of magic resistance and you prefer not to wear a shield. Rank titles The status line shows you to be one of the following ranks when you reach the specified experience level: XL 1-2: Footpad XL 3-5: Cutpurse XL 6-9: Rogue XL 10-13: Pilferer XL 14-17: Robber XL 18-21: Burglar XL 22-25: Filcher XL 26-29: Magsman/Magswoman XL 30: Thief Quest Main article: Rogue quest The Rogue quest sees you fighting the Master Assassin for The Master Key of Thievery. Inspired by the profession you have chosen, there are lots of stealing monsters, traps, shapeshifters and challenges even to access the quest nemesis! Variants In versions of NetHack prior to 3.6.0 and some variants (including SLASH'EM) based on these versions, rogues could also get backstab damage with thrown weapons for each hit. This was considered unbalancing and removed in 3.6.0. [1] SLASH'EM See Rogue(SLASH'EM). Encyclopedia entry I understand the business, I hear it: to have an open ear, a quick eye, and a nimble hand, is necessary for a cut-purse; a good nose is requisite also, to smell out work for the other senses. I see this is the time that the unjust man doth thrive. &lt;...&gt; The prince himself is about a piece of iniquity, stealing away from his father with his clog at his heels: if I thought it were a piece of honesty to acquaint the king withal, I would not do't: I hold it the more knavery to conceal it; and therein am I constant to my profession. [ Autolycus the Rogue, from The Winter's Tale by &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;William Shakespeare ] See also Rogue (player monster) References ↑ uhitm.c in NetHack 3.6.0, line 648
# Related changes Enter a page name to see changes on pages linked to or from that page. (To see members of a category, enter Category:Name of category). Changes to pages on your Watchlist are in bold. Recent changes options Show last 50 | 100 | 250 | 500 changes in last 1 | 3 | 7 | 14 | 30 daysHide registered users | Hide anonymous users | Hide my edits | Show bots | Hide minor editsShow new changes starting from 17:24, 24 July 2023 Namespace: all (Main) Talk User User talk NetHackWiki NetHackWiki talk File File talk MediaWiki MediaWiki talk Template Template talk Help Help talk Category Category talk Source Source talk Forum Forum talk Video Video talk User blog User blog talk Blog Blog talk Module Module talk &nbsp;Invert selection &nbsp;Associated namespaceTag filter:Page name: Show changes to pages linked to the given page instead List of abbreviations: N This edit created a new page (also see list of new pages) m This is a minor edit b This edit was performed by a bot (±123) The page size changed by this number of bytes 23 July 2023 &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;22:42&nbsp; Weapon‎ (diff | hist) . . (+495)‎ . . Cathartes (talk | contribs) (→‎Description: weapon use by monsters; also a note for the "weapon (n)d(y)" format that this wiki uses in monster infoboxes since I don't know where else in the wiki to put this info) 20 July 2023 &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;03:09&nbsp; Dragon scale mail‎ (diff | hist) . . (+93)‎ . . Noisytoot (talk | contribs) (Red dragon scale shields do not grant flying in dNetHack) 19 July 2023 &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;17:18&nbsp; Dragon scale mail‎‎ (3 changes | history) . . (+179)‎ . . [Noisytoot‎ (3×)] &nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 17:18 (cur | prev) . . (+35)‎ . . Noisytoot (talk | contribs) (dNetHack has deep DSM too) &nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 16:49 (cur | prev) . . (+26)‎ . . Noisytoot (talk | contribs) (Orange DSM also grants hallucination resistance in dNetHack) &nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 16:46 (cur | prev) . . (+118)‎ . . Noisytoot (talk | contribs) (Update dragon scale mails for dNetHack. Red DSM grants flying, shimmering DSM grants infinite range see invisible, and deep DSM grants drain resistance and unchanging.) 18 July 2023 &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;06:14&nbsp; Scroll of genocide‎ (diff | hist) . . (+415)‎ . . Ardub23 (talk | contribs) (→‎Variants: Hack'EM info)
# User talk:Seen Is this the problem (with the Javascript Casting Failure Calculator)? The following seems to fix the problem for me: --- /tmp/casting.html.orig 2006-09-08 20:40:15.000000000 -0700 +++ /tmp/casting.html 2006-09-08 20:53:48.000000000 -0700 @@ -48,7 +48,7 @@ var chance = basechance - Math.floor(Math.sqrt(900 * diff + 2000)); else { - var learning = 15 * Math.floor(-diff / slevel); + var learning = Math.floor(((-15) * diff) / slevel); var chance = basechance + Math.min(learning, 20); } // limit to the 0-120 range Since multiplication and division are left associative in C, the multiplication is performed before the division and its implied rounding; this gives the computation slightly more precision than it would have if the division and rounding were done first. --Stefanor 05:47, 9 September 2006 (UTC)
# File:Succubus.png File File history File usageNo higher resolution available. Succubus.png ‎(16 × 16 pixels, file size: 255 bytes, MIME type: image/png) A 16x16 vanilla NetHack tile of the monster 'succubus'. File history Click on a date/time to view the file as it appeared at that time. Date/TimeThumbnailDimensionsUserComment current10:29, 1 August 200616 × 16 (255 bytes)BotFenix (talk | contribs)A 16x16 vanilla NetHack tile of the monster 'succubus'. Category:16x16 tiles You cannot overwrite this file. File usage The following 16 pages uses this file: Foocubus List of vanilla NetHack tiles Monster Monsters (by size) NetHack 3.2.0 NetHack 3.2.1 NetHack 3.2.2 NetHack 3.2.3 NetHack 3.3.0 NetHack 3.3.1 NetHack 3.4.0 NetHack 3.4.1 NetHack 3.4.2 NetHack 3.4.3 NetHack 3.6.0 NetHack 3.7.0
# Talk:Wand of secret door detection Anyone know the radius that this works in? --Beefnut 21:05, 15 March 2007 (UTC) A radius of 8, I believe. Lotte 06:25, 16 March 2007 (UTC) Can detect monsters the player cannot see other than hiders/mimics/eels Just leaving a note here, not sure exactly how this mechanic works, but I did notice that zapping the wand will mark unseen monsters with I (invisible but detected). Winny (talk) 15:08, 1 August 2018 (UTC)
# Ring of fire resistance = Name fire resistance Appearance random Base price 200 zm Weight 3 Probability out of rings 3.57% Probability out of items in: containers Rogue level Gehennom Elsewhere 0.179% 0.179% 0.286% 0.107% Wearing a ring of fire resistance gives you fire resistance. Interestingly, it is more expensive than any other ring that provides an elemental resistance, with a base price of 200. See price ID. Dropping a ring of fire resistance down a sink produces the message "The hot water faucet flashes brightly for a moment." 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.
# File:Dog.png File File history File usageNo higher resolution available. Dog.png ‎(16 × 16 pixels, file size: 235 bytes, MIME type: image/png) A 16x16 vanilla NetHack tile of the monster 'dog'. File history Click on a date/time to view the file as it appeared at that time. Date/TimeThumbnailDimensionsUserComment current08:45, 1 August 200616 × 16 (235 bytes)BotFenix (talk | contribs)A 16x16 vanilla NetHack tile of the monster 'dog'. Category:16x16 tiles You cannot overwrite this file. File usage The following 20 pages uses this file: Canine Dog Domestic animal 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 User:Kalon/NetHack 4.0.0
# Talk:Drow (starting race) Starting Spells Why would a Drow ever start with a spellbook of light?Catullus (talk) 22:12, 10 April 2016 (UTC) (Dnethack) quests How do they work? Reading quest.txt and dnethack artifact list suggests that you can turn traitor, and may have (up to 4?) different quest artifacts. Catullus (talk) 22:39, 27 February 2016 (UTC) (aka Cicero) Some Race/Role combinations receive special quests. Some of these substitute quests are shared between multiple roles: The Drow general quests and the Elf quest. The quest nemesis in the Drow general quests (Drow Priest, Ranger, Rogue, and Wizard, male and female variants) will give you the option to turn traitor after introducing themselves. If you accidentally decline, they will repeat the offer if #chatted to. If you do turn traitor, the nemesis becomes your quest leader and the original leader becomes the new nemesis. In cases where there are two quest artifacts, your quest leader will give you the option to trade in the default artifact for an alternate when you (t)hrow them the quest artifact. For example, the original Drow quest leader will allow you to trade the Silver Starlight for the Wrathful Spider. These trades are non-refundable. --Chris (talk) 09:07, 29 February 2016 (UTC) Thanks! Catullus (talk) 22:59, 29 February 2016 (UTC)
# Gem Item classes "&nbsp;Amulets [&nbsp;Armor %&nbsp;Comestibles $&nbsp;Coins *&nbsp;Gems !&nbsp;Potions =&nbsp;Rings ?&nbsp;Scrolls +&nbsp;Spellbooks `&nbsp;Statues (&nbsp;Tools `&nbsp;Boulders )&nbsp;Weapons /&nbsp;Wands For the material, see gemstone. In NetHack, gems are simple and typically lightweight items found in the dungeon. They come in three varieties: valuable gems, worthless pieces of glass which look similar, and gray stones. Another type of item that uses the same glyph is the rock, which is handled differently. Valuable identified gems may be sold for relatively large amounts of money at most general stores, which makes them valuable as a compact form of money. However, shopkeepers will always buy unidentified gems as if they are worthless glass, and will always sell unidentified gems as if they are valuable, possibly subject to a further 33% surcharge for being unidentified. Valuable gems may also be thrown to a co-aligned unicorn to get a large Luck increase. Throwing any valuable or worthless gem to a unicorn will pacify them, and will variably raise or lower luck in certain cases. See the unicorn page for details. Valuable gems also give score, but as score does not normally matter, this is typically of low importance. Glass and rocks are relatively worthless, though they can be used for throwing if you should wish to conserve your other attacks. Additionally, they can occasionally be polymorphed into more valuable gems if included in a polypile, though it's not worth wasting a wand charge on them. Rocks can also be changed in to meatballs, useful for taming and for sale in shops. Despite the name, a worthless piece of <color> glass will not shatter like other glass items if thrown against a wall or dropped while levitating. You can fire them from slings as a lighter version of rocks; like rocks, they can be multishot. If they are used as ammo however, both worthless pieces of glass and precious gems may disappear (like arrows). Contents 1 Tables of gems 1.1 By value 1.2 By color 2 Generation and identification 3 Prices when unidentified 4 Gray stones 5 SLASH'EM 5.1 Alchemy with gems 6 Encyclopedia entries 6.1 Gem or rock 6.2 Agate 6.3 Amber 6.4 Diamond 6.5 Dilithium 6.6 Emerald 6.7 Jacinth stone 6.8 Jade 6.9 Obsidian 6.10 Ruby and sapphire 6.11 Topaz stone 6.12 Turquoise stone Tables of gems By value Some gems' appearances can change. In these cases all the options are listed. The actual appearance is randomly chosen from the options at the beginning of each new game, and is consistent throughout that game (if one fluorite is white, all fluorites in that game will be white). The hardness of a gem can be tested by #engraving with it; if the gem is hard, the game will prompt "What do you want to engrave?"; if it is soft, "What do you want to write in the dust?" * Name Description Cost&nbsp;(zm) Weight Hardness Prob (‰) Material * dilithium crystal white gem 4500 1 soft 2 gemstone * diamond white gem 4000 1 HARD 3 gemstone * ruby red gem 3500 1 HARD 4 gemstone * jacinth stone orange gem 3250 1 HARD 3 gemstone * sapphire blue gem 3000 1 HARD 4 gemstone * black opal black gem 2500 1 HARD 3 gemstone * emerald green gem 2500 1 HARD 5 gemstone ** turquoise stone green gemblue gem 2000 1 soft 6 gemstone * citrine stone yellow gem 1500 1 soft 4 gemstone ** aquamarine stone green gemblue gem 1500 1 HARD 6 gemstone * amber stone yellowish&nbsp;brown&nbsp;gem 1000 1 soft 8 gemstone * topaz stone yellowish&nbsp;brown&nbsp;gem 900 1 HARD 10 gemstone * jet stone black gem 850 1 soft 6 gemstone * opal white gem 800 1 soft 12 gemstone * chrysoberyl stone yellow gem 700 1 soft 8 gemstone * garnet stone red gem 700 1 soft 12 gemstone * amethyst stone violet gem 600 1 soft 14 gemstone * jasper stone red gem 500 1 soft 15 gemstone **** fluorite stone green gemblue gemwhite gemviolet gem 400 1 soft 15 gemstone * jade stone green gem 300 1 soft 10 gemstone * obsidian stone black gem 200 1 soft 9 gemstone * agate stone orange gem 200 1 soft 12 gemstone * worthless piece of white glass white gem 0 1 soft 77 glass * worthless piece of blue glass blue gem 0 1 soft 77 glass * worthless piece of red glass red gem 0 1 soft 77 glass * worthless piece of yellowish brown glass yellowish&nbsp;brown&nbsp;gem 0 1 soft 77 glass * worthless piece of orange glass orange gem 0 1 soft 76 glass * worthless piece of yellow glass yellow gem 0 1 soft 77 glass * worthless piece of black glass black gem 0 1 soft 76 glass * worthless piece of green glass green gem 0 1 soft 77 glass * worthless piece of violet glass violet gem 0 1 soft 77 glass * luckstone gray stone 60 10 soft 10 mineral * loadstone gray stone 1 500 soft 10 mineral * touchstone gray stone 45 10 soft 8 mineral * flint stone gray stone 1 10 soft 10 mineral * rock rock 0 10 soft 100 mineral By color The gems that have a randomized appearance are marked with an asterisk, "*". A user has suggested improving this page or section as follows: "The unidentified sell price column hasn't been updated since 3.4.3 and is out of date, and probably nobody cares enough to update it, because the prices are a huge pain to calculate." Color Possibilities Cost Unidentified sell price Level Hardness 0 1 2 *White dilithium crystal 4500 4 4 6 27 soft diamond 4000 5 5 3 24 HARD opal 800 5 7 3 1 soft fluorite stone* 400 4 7 4 1 soft worthless glass 0 8 6 4 1 soft *Blue sapphire 3000 8 3 6 15 HARD turquoise stone* 2000 5 6 5 6 soft aquamarine stone* 1500 7 3 3 1 HARD fluorite stone* 400 4 7 4 1 soft worthless glass 0 3 7 5 1 soft *Red ruby 3500 6 6 4 21 HARD garnet stone 700 7 4 5 1 soft jasper stone 500 3 6 3 1 soft worthless glass 0 4 3 6 1 soft *Yellowish brown amber stone 1000 8 4 4 1 soft topaz stone 900 3 5 5 1 HARD worthless glass 0 5 4 3 1 soft *Orange jacinth stone 3250 7 7 5 18 HARD agate stone 200 6 4 6 1 soft worthless glass 0 6 5 4 1 soft *Yellow citrine stone 1500 6 7 6 3 soft chrysoberyl stone 700 6 3 4 1 soft worthless glass 0 7 6 5 1 soft *Black black opal 2500 3 4 3 12 HARD jet stone 850 4 6 6 1 soft obsidian stone 200 5 3 5 1 soft worthless glass 0 8 7 6 1 soft *Green emerald 2500 4 5 4 9 HARD aquamarine stone* 1500 7 3 3 1 HARD jade stone 300 7 5 3 1 soft fluorite stone* 400 4 7 4 1 soft turquoise stone* 2000 5 6 5 6 soft worthless glass 0 3 3 3 1 soft *Violet amethyst stone 600 8 5 6 1 soft fluorite stone* 400 4 7 4 1 soft worthless glass 0 4 4 4 1 soft Generation and identification To be formally identified means that a gem can be sold at a shop using its base price instead of just a few zorkmids; even if you've found all the other members of the white gem family, including the worthless glass bauble, the shopkeeper will not take "a white gem called diamond" at face value. Much like other forms of identification, gems can be formally identified by: scrolls or spells of identification, the former of which is generally considered wasteful to use on gems unless it is blessed to begin with Sitting on thrones and hoping for a blessed identification Using a touchstone, which must be blessed to perform formal identification for everyone except gnomes and archeologists (who only require it to be uncursed). Before all that, there are easy ways of determining which gems are worth the effort of formally identifying. Some valuable gems can only be generated at specific dungeon levels or below. If a particular valuable gem would have been created but the dungeon level is not deep enough, a different valuable gem will be generated instead. Dungeon level does not otherwise affect gem probability, and the ratio of randomly generated gems to randomly generated glass is roughly 1:4 regardless of dungeon level. These are the minimum levels for certain valuable gems: Dungeon level Gem 3 citrine stone 6 turquoise stone 9 emerald 12 black opal 15 sapphire 18 jacinth stone 21 ruby 24 diamond 27 dilithium crystal Any other gems not listed above can be generated on any dungeon level. Additionally, there are places where certain types of gems are guaranteed to be generated. Twelve gems – three diamonds (white), three emeralds (green), three rubies (red), and three amethysts (violet) – are guaranteed in the corner turrets of Fort Ludios, for example. Also, each bottom of the Gnomish Mines has several guaranteed gems, including at least an uncursed luckstone and an amethyst. Amethysts have the special property of converting booze into fruit juice, which may be used to informally identify them (and also booze and fruit juice). An uncursed touchstone can easily separate glass from valuable gems. Even without one, there are ways of distinguishing valuable gems from glass. Some players type-name all gems to take advantage of the fact the hardness/color/price/is-glass quadruple is unique for each type of gem. The inventory list automatically creates stacks of different unidentified gems that are described as the same color; there is only one pile of worthless glass of any given color. Next is hardness – all hard gems are valuable – and hardness can easily be tested by trying to engrave with gems on the dungeon floor. If you engrave in the dust, the gem is soft; if you scratch the floor itself, the gem is hard. Of the remaining groups of soft gems, you can throw one of each stack at a cross-aligned unicorn while utilizing naming tricks to keep track of which gems were found, which gems were to be thrown at the unicorn, and which gems were rejected by the unicorn. Cross-aligned unicorns only accept valuable gems "hesitatingly" and there is no Luck penalty for killing them, if without a Pet, though there may be an unknown Luck adjustment when they catch said valuable gems. Do not bother to BUC identify your gems (not counting gray stones) at an altar. They are always generated uncursed and their BUC status has no effect. Marking them uncursed at an altar just causes the gems to fail to stack when you pick up more gems of the same type that haven't been formally BUC identified, wasting inventory slots. This can be particularly annoying if you are distinguishing valuable gems without formally identifying them, e.g. by throwing them at unicorns or using an uncursed touchstone, as it will prevent gems you pick up from stacking with named stacks. Prices when unidentified When selling gems which have not been formally identified to a shop, you will be offered a price from one of the "Unidentified sell price" columns. The values here will sometimes allow you to identify the gem. The column used is fixed for each shop (but may differ between shops), which may allow more gems to be identified if the column can first be determined. The price table depends on compile time options. If you compiled NetHack yourself, check it is still valid. Gray stones A gray stone can be one of the following items: Touchstones may be used to identify glass from gems, and even the variety of gem if it is a blessed touchstone or you are a gnome or archeologist. Luckstones will augment your luck rather impressively; if you have a blessed luckstone and no other luck items, your good Luck will not timeout, bad Luck will, and you'll get +3 extra Luck. Loadstones are a pun (dating back to early editions of Dungeons and Dragons): at 500 weight units, they weigh 50 times as much as the other gray stones, and they autocurse (and are generated cursed) so they cannot be dropped. Flint stones have no particular purpose, but they do slightly better as sling ammo. Unlike other gems, unidentified gray stones are priced by shopkeepers at their normal values, so price identification is a viable way to identify them. SLASH'EM Due to the existence of migohives, identifying four gems is slightly easier in SLASH'EM, because only these gems are generated in migohives: diamonds, rubies, agate stones, and fluorite stones. Hence, if you find a white gem in a migohive and can engrave with it, it's a diamond, and otherwise it's a fluorite stone. Blue, green, or purple gems found in migohives are also fluorite stones. If you find a red gem in a migohive, it's a ruby, and if you find an orange gem, it's an agate stone. Alchemy with gems Valuable gems can be dipped into a potion of acid to make new potions. See Alchemy §&nbsp;Gem alchemy for details. Encyclopedia entries Gem or rock The difference between false memories and true ones is the same as for jewels: it is always the false ones that look the most real, the most brilliant. [ Salvador Dali ] Agate Translucent, cryptocrystalline variety of quartz and a subvariety of chalcedony. Agates are identical in chemical structure to jasper, flint, chert, petrified wood, and tiger's-eye, and are often found in association with opal. The colorful, banded rocks are used as a semiprecious gemstone and in the manufacture of grinding equipment. An agate's banding forms as silica from solution is slowly deposited into cavities and veins in older rock. [ The Columbia Encyclopedia, Sixth Edition ] Amber "Tree sap," Wu explained, "often flows over insects and traps them. The insects are then perfectly preserved within the fossil. One finds all kinds of insects in amber - including biting insects that have sucked blood from larger animals." [ Jurassic Park, by Michael Crichton ] Diamond The hardest known mineral (with a hardness of 10 on Mohs' scale). It is an allotropic form of pure carbon that has crystallized in the cubic system, usually as octahedra or cubes, under great pressure. [ A Concise Dictionary of Physics ] The diamond, _adamas_ or _dyamas_, is a transparent stone, like crystal, but having the colour of polished iron, but it cannot be destroyed by iron, fire or any other means, unless it is placed in the hot blood of a goat; with sharp pieces of diamond other stones are engraved and polished. It is no greater than a small nut. There are six kinds, however Adamant attracts metal; it expels venom; it produces amber (and is efficacious against empty fears and for those resisting spells). It is found in India, in Greece and in Cyprus, where magicians make use of it. It gives you courage; it averts apparitions; it removes anger and quarrels; it heals the mad; it defends you from your enemies. It should be set in gold or silver and worn on the left arm. It is likewise found in Arabia. [ The Aberdeen Bestiary, translated by Colin McLaren ] Dilithium The most famous and the first to be named of the imaginary "minerals" of Star Trek is dilithium. ... Because of this mineral's central role in the storyline, a whole mythology surrounds it. It is, however, a naturally occurring substance within the mythology, as there are various episodes that make reference to the mining of dilithium deposits.... This name itself is imaginary and gives no real information on the structure or make-up of this substance other than that this version of the name implies a lithium and iron-bearing aluminosilicate of some sort. That said, the real mineral that most closely matches the descriptive elements of this name is ferroholmquistite which is a dilithium triferrodiallosilicate. If one goes on the premise that nature follows certain general norms, then one could extrapolate that dilithium might have a similar number of silicon atoms in its structure. Keeping seven (i.e. hepto) ferrous irons and balancing the oxygens would give a theoretical formula of Li2Fe7Al2Si8O27. A mineral with this composition could theoretically exist, although it is doubtful that it would possess the more fantastic properties ascribed to dilithium. [ The Mineralogy of Star Trek, by Jeffrey de Fourestier ] Emerald 'Put off that mask of burning gold With emerald eyes.' 'O no, my dear, you make so bold To find if hearts be wild and wise, And yet not cold.' 'I would but find what's there to find, Love or deceit.' 'It was the mask engaged your mind, And after set your heart to beat, Not what's behind.' 'But lest you are my enemy, I must enquire.' 'O no, my dear, let all that be; What matter, so there is but fire In you, in me?' [ The Mask, by W.B. Yeats ] Jacinth stone Sweet in the rough weather &nbsp;&nbsp;The voice of the turtle-dove- 'Beautiful altogether &nbsp;&nbsp;Is my Love. &nbsp;&nbsp;His Hands are open spread for love And full of jacinth stones- &nbsp;&nbsp;As the apple-tree among trees of the grove Is He among the sons.' [ The Beloved, by May Probyn ] Jade Nothing grew among the ruins of the city. The streets were broken and the walls of the houses had fallen, but there were no weeds flowering in the cracks and it seemed that the city had but recently been brought down by an earthquake. Only one thing still stood intact, towering over the ruins. It was a gigantic statue of white, gray and green jade - the statue of a naked youth with a face of almost feminine beauty that turned sightless eyes toward the north. "The eyes!" Duke Avan Astran said. "They're gone!" [ The Jade Man's Eyes, by Michael Moorcock ] Obsidian A volcanic glass, homogeneous in texture and having a low water content, with a vitreous luster and a conchoidal fracture. The color is commonly black, but may be some shade of red or brown, and cut sections sometimes appear to be green. Like other volcanic glasses, obsidian is a lava that has cooled too quickly for the contained minerals to crystallize. In chemical composition it is rich in silica and similar to granite. It is favored by primitive peoples for knives, arrowheads, spearheads, and other weapons and tools. [ The Columbia Encyclopedia, Sixth Edition ] Ruby and sapphire _Corundum._ Mineral, aluminum oxide, Al2O3. The clear varieties are used as gems and the opaque as abrasive materials. Corundum occurs in crystals of the hexagonal system and in masses. It is transparent to opaque and has a vitreous to adamantine luster. [...] The chief corundum gems are the ruby (red) and the sapphire (blue). [ The Columbia Encyclopedia, Sixth Edition ] Topaz stone Aluminum silicate mineral with either hydroxyl radicals or fluorine, Al2SiO4(F,OH)2, used as a gem. It is commonly colorless or some shade of pale yellow to wine-yellow; [...] The stone is transparent with a vitreous luster. It has perfect cleavage on the basal pinacoid, but it is nevertheless hard and durable. The brilliant cut is commonly used. Topaz crystals, which are of the orthorhombic system, occur in highly acid igneous rocks, e.g., granites and rhyolites, and in metamorphic rocks, e.g., gneisses and schists. [ The Columbia Encyclopedia, Sixth Edition ] Turquoise stone TUBAL: There came divers of Antonio's creditors in my company to Venice that swear he cannot choose but break. SHYLOCK: I am very glad of it; I'll plague him, I'll torture him; I am glad of it. TUBAL: One of them showed me a ring that he had of your daughter for a monkey. SHYLOCK: Out upon her! Thou torturest me, Tubal. It was my turquoise; I had it of Leah when I was a bachelor; I would not have given it for a wilderness of monkeys. [ The Merchant of Venice, by William Shakespeare ] This page may need to be updated for the current version of NetHack. It may contain text specific to NetHack 3.4.3. Information on this page may be out of date. Editors: After reviewing this page and making necessary edits, please change the {{nethack-343}} tag to the current version's tag or {{noversion}} as appropriate. </color>
# The Lady Wikipedia has an article about: Discworld gods#The Lady Religion in NetHack priests alignment alignment record altars atheism anger gods sacrifice prayer turn undead The Lady is the neutral goddess of the Tourist pantheon. Encyclopedia entry Blind Io took up the dice-box, which was a skull whose various orifices had been stoppered with rubies, and with several of his eyes on the Lady he rolled three fives. She smiled. This was the nature of the Lady's eyes: they were bright green, lacking iris or pupil, and they glowed from within. The room was silent as she scrabbled in her box of pieces and, from the very bottom, produced a couple that she set down on the board with two decisive clicks. The rest of the players, as one God, craned forward to peer at them. "A wenegade wiffard and fome fort of clerk," said Offler the Crocodile God, hindered as usual by his tusks. "Well, weally!" With one claw he pushed a pile of bone-white tokens into the centre of the table. The Lady nodded slightly. She picked up the dice-cup and held it as steady as a rock, yet all the Gods could hear the three cubes rattling about inside. And then she sent them bouncing across the table. A six. A three. A five. Something was happening to the five, however. Battered by the chance collision of several billion molecules, the die flipped onto a point, spun gently and came down a seven. Blind Io picked up the cube and counted the sides. "Come _on_," he said wearily, "Play fair." [ The Colour of Magic, by Terry Pratchett ] 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.
# Experience points Experience points or XP measure your progress toward gaining experience levels. You gain an experience level when your XP crosses the next threshold. They are shown in the status line when the showexp option is on (default: off). Experience points can be gained by: Killing monsters, with stronger monsters awarding more points. Eating tripe, yielding 1 XP (50% chance). The first minor consultation from the Oracle gives 5 XP. The first major consultation gives 55 XP or more, depending on your level. Quaffing from sinks, which can give 1 XP (5% chance). Untrapping squeaky boards, for 1 XP. The first novel you read gives 20 XP (Nethack 3.6) See the oracle page for the precise mechanics, in particular, order matters. A blessed potion of gain level increases your level by 1, and gives you enough XP to put you part of the way to the next level, while an uncursed potion, a wraith corpse or a "very educational experience" with a foocubus just gives you enough XP needed to gain the one level. When you lose a level, your XP is set to 1 less than your current level needs. Experience points from killing monsters The number of experience points obtained by killing a monster of level ML is computed as follows:[1] Start with (ML)*(ML) + 1; Add 3 if the monster's speed is between 13 and 18, and 5 if the monster's speed is at least 19; Add a bonus for low armor class monsters: +5 for AC 2, +6 for AC 1, +7 for AC 0, and +(14-2*AC) for negative AC; Add 1000 for a sea monster with a drowning attack, if you don't have magical breathing and are not polymorphed into an amphibious monster; Add 7*ML if the monster is M2_NASTY; Add 50 if ML is at least 9; For each attack that the monster has, add a bonus based on attack type: +10 for spellcasting attacks, +5 for weapon attacks, +3 for all other attack types, except for passive, claw, bite, kick and headbutt attacks, which give no bonus; For each attack that the monster has, add a bonus based on damage type: +(50-ML) for sliming, stoning or drain life, and +ML for a damage type that is the same as a dragon's breath attack (fire, cold, shock, sleep, disintegration, magic missiles, acid, or strength-draining poison — but not for dexterity- or constitution-draining poison); For each attack that the monster has, add a +ML bonus if the attack's maximum damage is at least 24. If the monster has been cloned or revived, there is a penalty to experience gained based on the total number of monsters of that type that have been killed. No. kills Xp penalty 1..20 None 21..40 xp/2 41..80 xp/4 81..120 xp/8 121..180 xp/16 181..240 xp/32 241..255+ xp/64 The result is the number of points you earn for killing the monster. Mail daemons are a special case; they are only worth 1 experience point. This calculation takes into account all attacks listed in the monster's definition from the source code, including attacks that are not implemented (such as the green slime's passive sliming attack). The armor class and speed used in this calculation are the base values; they do not take into account the armor that the monster might have worn, or the extra speed that the monster might have had from a wand of speed monster, a monster spell, etc. On the other hand, the monster level used here is the monster's actual level at the time it was killed, not the base level or the level at which it was created. References ↑ src/exper.c in NetHack 3.6.0, line 73 This page may need to be updated for the current version of NetHack. It may contain text specific to NetHack 3.6.0. Information on this page may be out of date. Editors: After reviewing this page and making necessary edits, please change the {{nethack-360}} tag to the current version's tag or {{noversion}} as appropriate.
# Attribute Contents 1 Strength 2 Dexterity 3 Constitution 4 Intelligence 5 Wisdom 6 Charisma 7 Starting attributes 8 Maximum attributes 9 Variants 9.1 NetHack brass 9.1.1 Racial modifiers 9.1.2 Wizard mode 9.2 SLASH'EM 9.2.1 Strength 9.2.2 Dexterity 9.3 FIQHack 9.4 UnNetHack 10 See also 11 References An attribute shows some capability of the player. Alternatively, "attribute" may refer to properties divined through enlightenment or death. There are six basic attributes, as in Dungeons &amp; Dragons. Four of a player's attributes can be increased by exercising them. Strength Main article: Strength Strength corresponds to the ability to have more weight in your inventory. Also, the stronger you are, the more damage you do in melee combat, and the farther you can throw objects. Dexterity Main article: Dexterity Dexterity has a multitude of effects, of which the most significant is probably that it affects your chance of hitting monsters, whether in melee combat or with a missile or spell. Constitution Main article: Constitution Having a high constitution increases your healing rate and the number of HP you gain when levelling up and allows you to carry more weight in your inventory. Intelligence Intelligence is useful for reading spellbooks, for spellcasting (unless you are a Healer, Knight, Monk, Priest or Valkyrie, in which case it is wisdom that affects your chances of successfully casting a spell) and for encounters with foocubi. Mind flayers have a brain-eating attack that can drain your intelligence; if you are hit by a successful brain-eating attack when your base intelligence is already 3, you die of brainlessness. Intelligence cannot be exercised, but can be permanently increased by drinking a blessed potion of enlightenment or a potion of gain ability. It can also be temporarily increased by wearing a helm of brilliance. If you eat a mind flayer corpse, there is a 50% chance your intelligence will be permanently increased by one point. Wisdom Main article: Wisdom A Healer, Knight, Monk, Priest or Valkyrie requires wisdom to cast spells. Wisdom is not particularly important for most other classes, though it affects how fast your power regenerates (and is thus fairly important for wizards) and how much power you gain when leveling up. Charisma Charisma is mostly useful for obtaining better prices at shops.[1] It also helps with foocubus encounters, both by increasing the chance of a positive result and by giving more control over whether they remove your armor.[2] Charisma also has other effects: The chance of successfully bribing demons with less money than they demand.[3] The amount of gold required to bribe the Yendorian army.[4] The chance of successfully applying a saddle to a monster.[5] The initial apport of new pets is equal to your charisma.[6] Several messages that don't affect game mechanics.[7][8][9] 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. Charisma affects the probability that monsters are affected by conflict. Charisma is a difficult stat to increase, as it cannot be exercised. It can be permanently increased by drinking a potion of gain ability, or temporarily increased by wearing a charged ring of adornment. You can also gain charisma by triggering a magic trap; however, this can be dangerous. Charisma Price 3–5 ×2 6–7 ×1.5 8–10 ×1.33 11–15 ×1 16–17 ×0.75 18 ×0.67 19–25 ×0.5 Reference: shk.c, line 1910. Starting attributes The player's starting attributes depend on their role as follows:[10] Class Strength Dexterity Constitution Intelligence Wisdom Charisma Remaining Archeologist 7\20% 7\10% 7\20% 10\20% 10\20% 7\10% 27 Barbarian 16\30% 15\20% 16\30% 7\6% 7\7% 6\7% 8 Caveman 10\30% 7\20% 8\30% 7\6% 7\7% 6\7% 30 Healer 7\15% 7\15% 11\25% 7\20% 13\20% 16\5% 14 Knight 13\30% 8\10% 10\20% 7\15% 14\15% 17\10% 6 Monk 10\25% 8\20% 7\15% 7\10% 8\20% 7\10% 28 Priest 7\15% 7\15% 7\20% 7\10% 10\30% 7\10% 30 Ranger 13\30% 9\20% 13\20% 13\10% 13\10% 7\10% 7 Rogue 7\20% 10\30% 7\20% 7\10% 7\10% 6\10% 31 Samurai 10\30% 10\30% 17\14% 8\10% 7\8% 6\8% 17 Tourist 7\15% 7\15% 7\30% 10\10% 6\10% 10\20% 28 Valkyrie 10\30% 7\20% 10\30% 7\6% 7\7% 7\7% 27 Wizard 7\10% 7\20% 7\20% 10\30% 7\10% 7\10% 30 First, points are distributed so that the player receives, as a minimum, the number indicated before the backslash. This is always out of a pool of 75 points, and the Remaining column contains the amount of leftover points from this step. Next, the remaining points are distributed randomly according to the percentage after the backslash. If an attribute is chosen that would raise it above the player's racial maximum, it will try 99 more times to choose a different attribute to raise. If it fails to pick an attribute on all 100 attempts, it will abort this step and any remaining points will be lost.[11] Third, each attribute has a 5% probability of having a random number from −2 to +4 added to it [12]. These respect racial maximums. Finally, strength will, if necessary, be increased until the player is unencumbered by their starting inventory. If their racial maximum is not enough, constitution will be increased similarly. Maximum attributes The player's maximum attributes depend on their race as follows:[13] Race Strength Dexterity Constitution Intelligence Wisdom Charisma Human 18/** 18 18 18 18 18 Elf 18 18 16 20 20 18 Dwarf 18/** 20 20 16 16 16 Gnome 18/50 18 18 19 18 18 Orc 18/50 18 18 16 16 16 These maxima only apply to your base "naked" attributes. Some magic items, like the helm of brilliance, gauntlets of power and gauntlets of dexterity, allow you to exceed these limits, up to 25 for all attributes. All attributes have a minimum of 3. Variants NetHack brass NetHack brass implements different maximum attributes per role. Find your maximum attributes by looking for your role in the next table, then applying the racial modifiers. For example, humans have +2 to strength. All heroes have a minimum of 3 for each attribute. The entries with the exclamation marks are the spellcasting stats for each role. Role Strength Dexterity Constitution Intelligence Wisdom Charisma Archeologist 16 10 17 19! 18 19 Barbarian 18/** 18 20 12! 16 10 Caveman 18/** 18 20 14! 16 15 Healer 12 19 19 19 19! 18 Knight 18/50 13 18 17 19! 19 Monk 10 20 20 18 20! 18 Priest 18 15 18 17 20! 18 Ranger 17 21 13 19! 16 19 Rogue 18 20 17 17! 17 16 Samurai 18/50 20 19 15! 15 15 Tourist 17 15 18 19! 19 19 Valkyrie 18/** 16 20 12 17! 16 Wizard 10 19 16 20! 20 18 Reference: src/role.c in NetHack brass 040923. Racial modifiers To find your maximum attributes in NetHack brass, after finding your role in the above table, you must apply the racial modifiers of the below table. These racial modifiers apply only to the maximum attributes of each player, not the initial attributes. An elven Ranger of NetHack brass, for example, can reach 19+1 = 20 in charisma by increasing charisma one more time after a human Ranger would have maxed at 19. For strength modifiers only, a +1 raises 18 to 18/50, while a +2 raises 18 to 18/** or 17 to 18/50. Race Strength Dexterity Constitution Intelligence Wisdom Charisma Human +2 0 0 0 0 0 Elf 0 0 −2 +2 +2 +1 Dwarf +2 +2 +2 −2 −2 −2 Gnome +1 0 0 +1 0 0 Orc +2 0 0 −2 −2 −3 Wizard mode The wizard mode of NetHack brass supplies the #rrllududab extended command, a code that sets your attributes to their maximum; this is a reference to the Konami code. SLASH'EM SLASH'EM handles several attributes differently compared to NetHack. Strength Due to the changed behavior of the gauntlets of power, strength between 18/** and 25 is handled differently. Strength grants bonuses to damage and to-hit as follows: strength to-hit damage 3–5 −2 −1 6–7 −1 0 8–15 0 0 16 0 +1 17 +1 +1 18 +1 +2 18/01–18/99 +1 +3 18/** +2 +4 19 +2 +5 20 +3 +6 21 +3 +7 22 +4 +8 23 +4 +9 24 +5 +10 25 +5 +11 Reference: weapon.c in SLASH'EM 0.0.7E7F2, line 900. Dexterity Dexterity now has an impact on AC, and higher Dexterity provides bonuses to AC. dexterity AC 3&lt; +3 4–5 +2 6–7 +1 8–14 0 15 −1 16 −2 17 −3 18 −4 19 −5 20–21 −6 22–23 −7 &gt;23 −8 FIQHack In FIQHack, strength over 18 is no longer considered a special attribute, and "exceptional strength" of 18/XX does not exist - their numeric equivalents are used instead, as follows: Elves: 18 Gnomes: 19 Orcs: 20 Humans: 21 Dwarves: 21 UnNetHack UnNetHack adds the ability to exercise intelligence by fighting a weeping angel's mental reflection, which requires that the player does not have reflection.[14] See also hit points inventory purse encumbrance weight intrinsic Drain for gain, which involves manipulating your attributes, and discusses how to do so. References ↑ src/shk.c in NetHack 3.6.6, line 2134 ↑ src/mhitu.c in NetHack 3.6.6, line 2431 ↑ src/minion.c in NetHack 3.6.6, line 304 ↑ src/dokick.c in NetHack 3.6.6, line 372 ↑ src/steed.c in NetHack 3.6.6, line 94 ↑ src/dog.c in NetHack 3.6.6, line 45 ↑ src/dig.c in NetHack 3.6.6, line 1362 ↑ src/apply.c in NetHack 3.6.6, line 826 ↑ src/eat.c in NetHack 3.6.6, line 751 ↑ src/role.c in NetHack 3.6.6, line 54: base attributes and distributions ↑ attrib.c in NetHack 3.6.0, line 565 ↑ u_init.c in NetHack 3.6.0, line 884 ↑ role.c in NetHack 3.4.3, line 405 ↑ https://sourceforge.net/p/unnethack/git/ci/master/tree/src/mhitu.c#l2206
# Extra healing Extra healing can refer to: Spellbook of extra healing Potion of extra healing Wand of extra healing in SLASH'EM and other variants This is a disambiguation page: a list of articles associated with the same title.
# Projectile Projectiles are any objects thrown or kicked by you or a monster, or shot with a launcher. Related but separate are ranged weapons, which are weapons monsters will attack you with from a distance. To throw a projectile you can either throw t it, or quiver Q a stack of it and then fire f from that stack. There is no bonus or penalty for using the fire command; it is merely a convenience. (Gold is an exception.) The autoquiver option can make firing simpler and works only with f. A greased projectile has a chance of slipping when thrown or fired. A cursed projectile may also slip or misfire. Contents 1 Thrown objects 2 Launchers and their ammunitions 3 Breakage 3.1 Longevity 4 Multishot 5 Launchers and missiles in melee 6 Wishing 7 Strategy 8 References Thrown objects Any item can be thrown (and thus be considered a projectile) if the entity throwing it is strong enough. Use the throw command to provide a list of readily-thrown items. You can expand this list to include your entire inventory by pressing *. Some objects however are designed to be thrown: boomerangs daggers darts javelins knives shuriken spears The artifact weapon Mjollnir requires a strength of 25 to throw.[1] If thrown by a Valkyrie, it will usually return to her hand.[2] If that fails or if you are blind, fumbling, confused, stunned, or hallucinating[3][4] Mjollnir falls at your feet or you get hit. Since 3.6.1 the humble aklys is a proper thrown weapon with a Mjollnir-like behavior. It has no strength or role requirements but also averages far less damage (including possibly to yourself) than the artifact. Some roles restricted in ranged weapon fighting but with the club skill may find it useful. These objects are unaffected by the use of a launcher. Launchers and their ammunitions Other objects, called ammunition projectiles, or shot projectiles, are designed to be used with a launcher. Launchers and their ammunitions Launcher Ammunition allowed Sling rocks, gems, flint stones, and other gray stones Bow arrows, elven arrows, orcish arrows, silver arrows, and ya. Crossbow crossbow bolts To get the most out of the ammunition projectiles, you need to wield w the corresponding launcher before attempt to shoot the projectiles. Then you may throw t or quiver Q and fire f them just as you would the thrown projectiles. These shot projectiles can also be thrown in the absence of a launcher, but they will be less effective. Breakage Some projectiles may break (or mulch) when they score a hit. Misses and projectiles that do not cross paths with any monsters never break. Glass objects, including potions, may also break when thrown regardless of whether they hit anything, but this is handled by a different code path which prints "An <object> shatters into a thousand pieces!". Other projectile breakage of non-fragile objects is silent and prints nothing. The projectiles subject to breaking are: arrows, orcish arrows, elven arrows, silver arrows, and ya crossbow bolts darts shuriken all gems, rocks, and flint stones All other thrown objects, such as daggers, spears, javelins, knives, boomerangs, and the other gray stones, never break when thrown. Blessing these projectiles lowers the chance of them breaking by an amount that depends on your Luck. Enchanting them also reduces this chance. Stones and gems cannot be enchanted, but if they are blessed they will benefit from the reduced chance of breaking due to Luck. The chance of breakage can be calculated as follows: Compute chance = 3 + erosion - enchantment, where erosion is 3 if thoroughly eroded, 2 if very eroded, 1 if just eroded, and 0 otherwise. If the projectile has both types of erosion for its material, use the greater erosion only; erosions do not stack. If chance is at least 2, the projectile has a (chance-1)/chance chance of breakage. Otherwise, it has a 1/4 chance. This effectively means that all non-eroded projectiles that are +2 or higher will always have this base 1/4 chance of breakage; enchanting it further will not help. If the projectile is blessed, it further decreases the chance of breaking, dependent on the character's luck. Specifically, if rnl(4) evaluates to 0, the projectile will not break. \[5\] Multiply the value from step 2 by the value from the table below. The result is the total chance of the projectile breaking. Luck Range Approximate chance of breakage (rnl(4) &gt; 0) -13 to -1 99.3% 0 to 1 75% 2 to 4 50.5% 5 to 7 26.2% 8 to 13 1.8% Longevity If you have projectiles and is the chance of a projectile breaking on a single hit, the chance of the stack of projectiles lasting exactly hits (where ) is: The median total number of uses you will get is approximately a little less than For instance, if you have 50 projectiles, each with a 25% chance of breaking on each hit, you will get around 200 hits out of them. However, the distribution is fairly wide, so results may vary significantly. Multishot Main article: Multishot Multiple daggers, darts, shuriken, arrows, crossbow bolts, spears, gems, rocks, and gray stones can be fired or thrown in one turn. Launchers and missiles in melee If a launcher (bow, sling, or crossbow), a launcher's ammo (arrow, bolt, etc.), or a missile (boomerang, shuriken, dart) is used in melee, only 1d2 damage is usually done (regardless of enchantment), and the skill will not be trained.\[6\] Wishing Main article: Wish\#Quantity All forms of arrows, as well as darts, crossbow bolts, shuriken, boomerangs, and rocks may be wished for up to 20 at a time. Gems and gray stones cannot be wished for in this way. (Note that this is generally not an effective use of wishes, although silver arrows may be an exception under some circumstances.) Strategy In fact, anything can be used as a projectile. Cockatrice eggs make popular missiles, and so do various potions. (Bashing monsters with a wielded one is more likely to score a hit, and will not petrify you.) Projectiles are good for softening targets from afar. Almost anything can even be shot and thrown past boulders, which is often advantageous in Sokoban. There is a major exception: when you are levitating, you cannot throw arrows or crossbow bolts past boulders unless you are wielding the appropriate launcher. You can throw almost anything at floating eyes or other enemies with only a passive attack (even your primary weapon, just be careful) if you lack the resistances needed to attack them in melee. To exercise your skill with a projectile weapon designed to be thrown or shot from a launcher, you must throw t or fire f it and successfully hit an enemy, dealing at least 1 damage. Spears, javelins, knives, aklyses and daggers are the exceptions. Those skills are also exercised by wielding the weapon and striking foes in melee. 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: "Something should be added, at least about skills. Exactly how does enhancing skill effect missile use? Does the damage you deal when wielding an arrow increase with higher bow skill? Perhaps the strategy section could feature more inter-missile comparisons?" References ↑ dothrow.c in NetHack 3.4.3, line 85 ↑ dothrow.c in NetHack 3.4.3, line 1021 ↑ dothrow.c in NetHack 3.4.3, line 867 ↑ dothrow.c in NetHack 3.4.3, line 1026 ↑ dothrow.c in NetHack 3.6.0, line 1522: Breakage: Blessed projectiles ↑ uhitm.c in NetHack 3.4.3, line 568 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. </object>
# Monk quest In the Monk quest, you fight Master Kaen for The Eyes of the Overworld. For more information on the quest branch in general, see the quest article. The monk quest is generally considered one of the hardest quests. Home level The Monastery of Chan-Sune Locate level The Monastery of the Earth-Lord Goal level Master Kaen's Lair Leader Grand Master Guardians abbots Nemesis Master Kaen Quest Artifact The Eyes of the Overworld Contents 1 Levels 1.1 The Monastery of Chan-Sune 1.2 Upper filler level 1.3 The Monastery of the Earth-Lord 1.4 Lower filler level(s) 1.5 Master Kaen's Lair 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%) earth elemental 24/175 (14%) random E 30/175 (17%) xorn 1/7 (14%) normal random monster The Monastery of Chan-Sune ........................................................................................................................................................................................................................................................------------------------------------.........................^..............|................|.....|.....|.....|........................................|..------------..|--+-----+-----+--|........................................|..|..........|..|.................|........................................|..|..........|..-+---+---+-----+--|......................................---..|..........|......|...|...|.....|......................................+.^..|...._.....+......|...|...|..&gt;..|......................................+.^..|..........+......|...|...|.....|......................................---..|..........|......|...|...|.....|........................................|..|..........|..-+-----+---+---+--|........................................|..|..........|..|.................|........................................|..------------..|--+-----+-----+--|........................................|................|.....|.....|.....|........................................------------------------------------........................................................................................................................................................................................................................................................ The two-way magic portal back to the Dungeons of Doom is at the marked point in the top left. Each floor space in the 11 leftmost and rightmost columns (marked in green above), other than the portal, has a 10% chance of being a tree. The room with the unaligned altar is a desecrated temple lacking its aligned priest; the Grand Master is next to the altar, and eight abbots inhabit the room. Outside the Monastery are eight earth elementals and four xorns. In addition to the two marked dart traps inside the doors, there are four other random traps. The level is no-teleport and has undiggable floor. The Monastery walls are also undiggable, but trees may be chopped down. Upper filler level This is an "ordinary" room-and-corridor level, with six rooms; three earth elementals, two xorns, and three random E; nine random objects; and four random traps. The Monastery of the Earth-Lord &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;---------------------------------------------------&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;-------&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;---.................................................|&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;|.....|&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;---...--------........------........................---&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;---...|&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;---.....|&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;--.......|&nbsp;&nbsp;&nbsp;&nbsp;----..................----&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;|-.--&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;---.....---&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;---------&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;--..................--&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;--..|&nbsp;&nbsp;&nbsp;&nbsp;---...-----&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;---|.----.....----.....---&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;--..--&nbsp;----..----&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;-----..|--&nbsp;&nbsp;|...---&nbsp;&nbsp;|.......---&nbsp;&nbsp;&nbsp;--...|&nbsp;&nbsp;|...---&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;----....---&nbsp;&nbsp;&nbsp;&nbsp;|.---&nbsp;&nbsp;&nbsp;&nbsp;|.........--&nbsp;--...--&nbsp;&nbsp;|...|&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;----.....---&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;---&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;|..........---....|&nbsp;&nbsp;&nbsp;|...----&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;----......---&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;|...|.......|....--&nbsp;&nbsp;&nbsp;|......-----&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;---.........|&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;-----...|............|&nbsp;&nbsp;&nbsp;&nbsp;|..........-----&nbsp;&nbsp;&nbsp;----...........---&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;-------......-|...........--&nbsp;&nbsp;&nbsp;&nbsp;|..............-----................---&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;|............|--..........|&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;|-S----...............................---&nbsp;&nbsp;&nbsp;|...........--&nbsp;|.........--&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;|.....|..............------.............-----..........--&nbsp;&nbsp;--........|&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;|.....|.............--&nbsp;&nbsp;&nbsp;&nbsp;---.........................--&nbsp;&nbsp;&nbsp;&nbsp;|.......--&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;|.....|.............|&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;---.....................---&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;--......|&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;|---S--------.......----&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;|-.................----&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;|.....--&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;|...........|..........--------..............-----&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;--....|&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;|...........|............................-----&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;|....|&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;------------------------------------------&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;------&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; The stairs are located randomly on the level, as are fourteen earth elementals, nine xorns, six random traps, and fifteen random objects. The entire level has undiggable walls. Teleportation is permitted. The Monastery of the Earth-Lord has the same structure as The Assassins' Guild Hall of the Rogue quest. Lower filler level(s) These are "ordinary" room-and-corridor levels, with six rooms; two earth elementals, three xorns, and two random E; eight random objects; and four random traps. Master Kaen's Lair .}......}.}}}.......}}.....}}}.......}......}}......}}.}}.............}.}}............................................_.......}}......................&lt;.}}}.}}.........................}}.........._.............}}................}}.}.....}}.....}.}}.......}}}............}}}.........}.... The above core of the level is surrounded by empty lava plain. Master Kaen, with the Bell of Opening and the Eyes of the Overworld, is meditating at an unaligned altar located (with 50/50 probability) at one of the two marked spots (the other being blank). Randomly placed in the mapped area are nine earth elementals and nine xorns; fourteen random objects; four fire traps, and two other random traps. Teleportation is permitted. Messages Entry First time: You find yourself standing in sight of the Monastery of Chan-Sune. Something is obviously wrong here. Strange shapes lumber around outside the Monastery of Chan-Sune You realize that the Grand Master needs your assistance! Next time: Once again, you stand before the Monastery of Chan-Sune. If already rejected twice due to bad alignment: Again you face the Monastery of Chan-Sune. Your intuition hints that this may be the final time you come here. Quest guardians If #chatting before the quest is complete: "Greetings, honorable <currentrank>. It is good to see you." "Ah, <playername>! Surely you can help us in our hour of need." "Greetings, <brother|sister>. The Grand Master has great need of your help." "Alas, it seems as if even <deity> has deserted us." "May <deity> be with you, <brother|sister>." If #chatting after the quest is complete: "Greetings, honorable <currentrank>. It is good to see you again." "Ah, <playername>! Our deepest gratitude for all of your help." "Greetings, <brother|sister>! Perhaps you will take some time to meditate with us?" "With this test behind you, may <deity> bring you enlightenment." "May <deity> be with you, <brother|sister>." Quest leader When you first meet your quest leader: "Ah, <playername>, my <son|daughter>. You have returned to us at last. A great blow has befallen our order; perhaps you can help us. First, however, I must determine if you are prepared for this great challenge." When you return, having been rejected due to lack of experience: "Again, my <son|daughter>, you stand before me. Are you ready now to help us?" This message is not currently used: "Once more, <playername>, you stand within the sanctum. Are you ready now?" When you are expelled from the quest for having failed the alignment test seven times: "You are a heretic, <playername>! How can you, a <currentrank>, deviate so from the teachings of <deity>? Begone from this temple. You are no longer a <brother|sister> to this order. We will pray to <deity> for other assistance, as you have failed us utterly." When being rejected due to lack of experience: "Alas, <playername>, it is not yet to be. A mere <currentrank> could never withstand the might of Master Kaen. Go forth, again into the world, and return when you have attained the post of Student of Waters." When being rejected due to having worse than pious alignment: "This is terrible, <playername>. You have deviated from the true path! You know that <deity> requires the most strident devotion of this order. The <brother|sister>hood must stand for utmost piety. "Go from here, atone for your sins against <deity>. Return only when you have purified yourself." When finally assigned the quest: "Yes, <playername>. You are truly ready now. Attend to me and I shall tell you of what has transpired: "At one of the Great Meditations a short time ago, Master Kaen and a legion of elementals invaded the Monastery of Chan-Sune. Many abbots were killed, including the one bearing the Eyes of the Overworld. Now, there are barely enough abbots left to keep the elementals at bay. "We need you to find the Monastery of the Earth-Lord, then, from there, travel to Master Kaen's lair. If you can manage to defeat Master Kaen and return the Eyes of the Overworld here, we can then drive off the legions of elementals that slay our students. "Go with <deity> as your guide, <playername>." Encouragement If you subsequently chat to your quest leader, you are encouraged: "You can prevail, if you rely on <deity>." "Remember that Master Kaen has great magic at his command." "Be pure, my <son|daughter>." "Beware, the Monastery of the Earth-Lord is surrounded by a great graveyard." "Remember your studies and you will prevail." "Acquire and wear the Eyes of the Overworld if you can. They will aid you against Master Kaen." "Call upon <deity> when your need is greatest. You will be answered." "Remember to use the elementals' strength against them!" "Do not lose faith, <playername>. If you do so, Master Kaen will grow stronger." "Wear the Eyes of the Overworld. They will assist you in your efforts.." Locate and goal levels When first entering the locate level: You remember the descriptions of the Monastery of the Earth-Lord, given to you by the Grand Master. It is ahead that you will find Master Kaen's trail. When returning: Again, you stand before the Monastery of the Earth-Lord. When first entering the goal level: The stench of brimstone is all about you, and the elementals close in from all sides! Ahead, there is a small clearing amidst the bubbling pits of lava... When returning: Again, you have invaded Master Kaen's domain. Quest nemesis When first encountering the quest nemesis: "Ah, so the Grand Master has sent another abbot to retrieve the Eyes of the Overworld. "No, I see you are no abbot. Perhaps I shall have some fun today after all. Prepare to die, <currentrank>! You shall never regain the Eyes of the Overworld! Upon further meetings: "So, <currentrank>. Again you challenge me." And on the 4th and subsequent meetings: "Die now, <currentrank>. <deity> has no power here to aid you." When you have the Eyes of the Overworld, but Master Kaen is still alive: "You shall die, <currentrank>, and I will have the Eyes of the Overworld back." Discouragement Master Kaen will occasionally utter maledictions: "Submit to my will, Monk, and I shall spare you." "Your puny powers are no match for me, Monk." "I shall have you turned into a zombie for my pleasure!" "Despair now, <currentrank>. <deity> cannot help you." "I shall feast upon your soul for many days, Monk." "Your death will be slow and painful. That I promise!" "You cannot defeat Master Kaen, you fool. I shall kill you now." "Your precious Grand Master will be my next victim." "I feel your powers failing you, <currentrank>. You shall die now." "With the Eyes of the Overworld, nothing can stand in my way." Victory When picking up your quest artifact: As you pick up the Eyes of the Overworld, you feel the essence of <deity> fill your soul. You know now why Master Kaen stole it from the Monastery of Chan-Sune, for with it, a Monk of <deity> could easily defeat his plans. You sense a message from <deity>. Though not verbal, you get the impression that you must return to the Grand Master as soon as possible. When killing the nemesis: Master Kaen gasps: "You have only defeated this mortal body. Know this: my spirit is strong. I shall return and reclaim what is mine!" With that, Master Kaen expires. When returning to your quest leader: "You have returned, <playername>. And with the Eyes of the Overworld, I see. Congratulations. "I have been in meditation, and have received direction from a minion of <deity>. <deity> commands that you retain the Eyes of the Overworld. With them, you must recover the Amulet of Yendor. "Go forth, and let <deity> guide your steps." When subsequently throwing the Eyes of the Overworld to the Grand Master: The Grand Master studies the Eyes of the Overworld for a moment, then returns his gaze to you. "The Eyes of the Overworld must remain with you. Use them as you resume your search for the Amulet. The Dungeons of Doom await your return through the magic portal that brought you here." Post-quest When talking to the Grand Master after the quest: "Welcome back, <playername>. How is your quest for the Amulet going?" When talking to the Grand Master after getting the Amulet: "You have prevailed, <playername>! <deity> is surely with you. Now, you must take the amulet, and sacrifice it on <deity>'s altar on the Astral plane. I suspect that I shall never see you again in this life, but I hope to at <deity>'s feet." This page is based on a spoiler by Dylan O'Donnell. The original license is: Redistribution, copying, and editing of these spoilers, with or without modification, are permitted provided that the following conditions are met: The original contributors to any spoiler must continue to be credited. Any modifications to the spoiler must be acknowledged and credited. This page may need to be updated for the current version of NetHack. It may contain text specific to NetHack 3.4.3. Information on this page may be out of date. Editors: After reviewing this page and making necessary edits, please change the {{nethack-343}} tag to the current version's tag or {{noversion}} as appropriate. </deity></deity></deity></playername></playername></deity></deity></deity></playername></deity></deity></deity></currentrank></deity></currentrank></currentrank></deity></currentrank></currentrank></currentrank></playername></deity></son|daughter></deity></playername></deity></playername></deity></brother|sister></deity></playername></currentrank></playername></deity></brother|sister></deity></currentrank></playername></playername></son|daughter></son|daughter></playername></brother|sister></deity></deity></brother|sister></playername></currentrank></brother|sister></deity></deity></brother|sister></playername></currentrank>
# Related changes Enter a page name to see changes on pages linked to or from that page. (To see members of a category, enter Category:Name of category). Changes to pages on your Watchlist are in bold. Recent changes options Show last 50 | 100 | 250 | 500 changes in last 1 | 3 | 7 | 14 | 30 daysHide registered users | Hide anonymous users | Hide my edits | Show bots | Hide minor editsShow new changes starting from 17:58, 24 July 2023 Namespace: all (Main) Talk User User talk NetHackWiki NetHackWiki talk File File talk MediaWiki MediaWiki talk Template Template talk Help Help talk Category Category talk Source Source talk Forum Forum talk Video Video talk User blog User blog talk Blog Blog talk Module Module talk &nbsp;Invert selection &nbsp;Associated namespaceTag filter:Page name: Show changes to pages linked to the given page instead List of abbreviations: N This edit created a new page (also see list of new pages) m This is a minor edit b This edit was performed by a bot (±123) The page size changed by this number of bytes 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)
# Related changes Enter a page name to see changes on pages linked to or from that page. (To see members of a category, enter Category:Name of category). Changes to pages on your Watchlist are in bold. Recent changes options Show last 50 | 100 | 250 | 500 changes in last 1 | 3 | 7 | 14 | 30 daysHide registered users | Hide anonymous users | Hide my edits | Show bots | Hide minor editsShow new changes starting from 17:30, 24 July 2023 Namespace: all (Main) Talk User User talk NetHackWiki NetHackWiki talk File File talk MediaWiki MediaWiki talk Template Template talk Help Help talk Category Category talk Source Source talk Forum Forum talk Video Video talk User blog User blog talk Blog Blog talk Module Module talk &nbsp;Invert selection &nbsp;Associated namespaceTag filter:Page name: Show changes to pages linked to the given page instead List of abbreviations: N This edit created a new page (also see list of new pages) m This is a minor edit b This edit was performed by a bot (±123) The page size changed by this number of bytes 24 July 2023 &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;13:59&nbsp; DNetHack artifacts‎‎ (2 changes | history) . . (+36)‎ . . [Wikid‎; Noisytoot‎] &nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 13:59 (cur | prev) . . (+40)‎ . . Noisytoot (talk | contribs) (The Singing Sword can also be named by elves and anyone who has bound Orthos) &nbsp;m&nbsp;&nbsp;&nbsp; 08:51 (cur | prev) . . (-4)‎ . . Wikid (talk | contribs) (→‎The Singing Sword: now obtained by naming) 20 July 2023 &nbsp;m&nbsp;&nbsp;&nbsp;23:17&nbsp; DNetHack artifacts‎ (diff | hist) . . (+2,264)‎ . . EasterlyIrk (talk | contribs) (add war-helm of dreaming, star-emperor's ring) &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) &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;16:47&nbsp; Inediate‎ (diff | hist) . . (+41)‎ . . Coz (talk | contribs) (Added gargoyles and wingeds as inediate) &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;00:12&nbsp; Lightsaber‎ (diff | hist) . . (+146)‎ . . Ion frigate (talk | contribs) (Give general monster case) 18 July 2023 &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;23:31&nbsp; Lightsaber‎ (diff | hist) . . (+552)‎ . . Ion frigate (talk | contribs) (Mention other uses, also that it takes time and is inadvisable early on)
# Related changes Enter a page name to see changes on pages linked to or from that page. (To see members of a category, enter Category:Name of category). Changes to pages on your Watchlist are in bold. Recent changes options Show last 50 | 100 | 250 | 500 changes in last 1 | 3 | 7 | 14 | 30 daysHide registered users | Hide anonymous users | Hide my edits | Show bots | Hide minor editsShow new changes starting from 17:32, 24 July 2023 Namespace: all (Main) Talk User User talk NetHackWiki NetHackWiki talk File File talk MediaWiki MediaWiki talk Template Template talk Help Help talk Category Category talk Source Source talk Forum Forum talk Video Video talk User blog User blog talk Blog Blog talk Module Module talk &nbsp;Invert selection &nbsp;Associated namespaceTag filter:Page name: Show changes to pages linked to the given page instead List of abbreviations: N This edit created a new page (also see list of new pages) m This is a minor edit b This edit was performed by a bot (±123) The page size changed by this number of bytes 24 July 2023 &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;00:43&nbsp; Electric eel‎ (diff | hist) . . (+193)‎ . . Umbire the Phantom (talk | contribs) (formatting, make strategy more sensible) 23 July 2023 &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;12:29&nbsp; Couatl‎‎ (2 changes | history) . . (+48)‎ . . [Umbire the Phantom‎; Noisytoot‎] &nbsp;m&nbsp;&nbsp;&nbsp; 12:29 (cur | prev) . . (-51)‎ . . Umbire the Phantom (talk | contribs) (→‎Strategy: word choice) &nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 12:23 (cur | prev) . . (+99)‎ . . Noisytoot (talk | contribs) (dNetHack couatls have random spellcasting) 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) ‎ 18 July 2023 &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;10:57&nbsp; Manes‎ (diff | hist) . . (+54)‎ . . Tomsod (talk | contribs) (mention nonliving)
# Talk:NetHack 2.3e Note on names in earlier versions It's my intention that names of monsters, objects, artifacts, etc. should appear on each page as they appear in the code for that version; but if the name is different from the modern one, the link should go to the modern name. Hence "can opener" on this page; that's the name that the tin opener takes in NetHack 2.3e, but the link goes to "tin opener".Ray Chason 01:40, 19 July 2006 (UTC)
# Category:Development This category contains articles about C, programming, Unix, compilation, and patch writing. Development vs Annotations If an article could be written in a non-NetHack context, it belongs here. Examples: grep, OpenBSD. If an article only makes sense in a NetHack context, but does not involve the source code, then it belongs here. Examples: DevTeam, Wizard mode. Otherwise, if it is related to the NetHack source code in some way, it belongs in Category:Annotations. Examples: Des-file format, Dungeon.def format. Subcategories This category has only the following subcategory. O ► Operating systems‎ (25 P) Pages in category "Development" The following 32 pages are in this category, out of 32 total. A ANSI CC Chroot jail Comments Compile-time options CompilingD Debugging DevTeam DiffE Emacs Environment variable Explore modeF Fg FooG GrepH HangupI Integer overflowL LocalizationN NetHack 3.6.0 System Requirements Next versionP Patching Persistent level Pkgsrc PunR Random number generator Rog-O-MaticS Setgid Signed variable Source divingT The DevTeam Thinks of Everything Tileset/tile2360.pyV ViW Wizard mode
# Plasteel armor Four pieces of plasteel armor—helm, body armor, gloves, and boots—are added in the standalone Jedi patch for SLASH'EM, which is also incorporated into the base game of SlashTHEM. These make up the iconic armor of the stormtrooper and, along with a heavy machine gun or submachine gun and ammunition, are part of their automatic starting inventory in the patch. Because articles of plasteel armor are made of plastic, none of them except the body armor impedes spellcasting, and the body armor interferes significantly less than comparable metallic armor. Contents 1 Origin 2 Plasteel helm 3 Plasteel armor 4 Plasteel gloves 5 Plasteel boots 6 Strategy 7 References Origin Plasteel is a fictional material from the Star Wars series. It is, as its name suggests, a compound of plastic and steel. More precisely, it is a plastic reinforced with the fictional alloy durasteel. The Imperial Stormtroopers' armor is made of thin plates of plasteel, lightweight but providing adequate protection against physical damage. Plasteel is also the name of a durable steel compound in the Dune universe, as well as a real-life composite of steel and fiberglass used to make automobile chassis. Plasteel helm [   plasteel helm   Appearance plasteel helm Slot helm AC 3 Special (none) Base price 20 zm Weight 6 Material plastic The plasteel helm has a natural armor class of 3, one point more than the best non-magical helm, the dwarvish iron helm. However, the plasteel helm covers the entire head and lacks a visor, which imposes some restrictions on its wearer. While wearing a plasteel helm, you cannot: Eat comestibles Quaff potions Put on or remove a face covering (pair of lenses, blindfold, towel) To do any of these things you must take off the helmet. A cursed plasteel helm can therefore be a nuisance or even a threat if the wearer has to eat or drink but has no way to uncurse the helm. Also, players polymorphed into (master) mind flayers will find that they will not be able to wear a plasteel helm because it will not fit over their tentacles. Plasteel armor [   plasteel armor   Appearance plasteel armor Slot body armor AC 6 Special (none) Base price 80 zm Weight 150 Material plastic Plasteel body armor has a natural armor class of 6, equivalent to splint mail, banded mail, bronze plate mail, or the dwarvish mithril coat, but weighs significantly less than any of them—with the exception of the dwarvish mail, which weighs the same. Being made of plastic, it interferes less with spellcasting than any of these armors, but it does not provide any magic cancellation. Plasteel gloves [   plasteel gloves   Appearance white gloves Slot gloves AC 2 Special (none) Base price 25 zm Weight 9 Material plastic Plasteel gloves have a natural armor class of 2, one point more than leather gloves—and weigh even less than leather gloves. They will not rot, but they can burn. Plasteel boots [   plasteel boots   Appearance plasteel boots Slot boots AC 2 Special (none) Base price 25 zm Weight 8 Material plastic Plasteel boots are equivalent to iron shoes and high boots, with a natural armor class of 2, but weigh significantly less than either (8 units, compared to 25 for iron shoes and 20 for high boots). Strategy As a general rule, all types of plasteel armor offer a respectable armor class with a relatively low weight, no interference with spellcasting (except in the case of the body armor, where it is less than most alternatives), and no danger of rust or corrosion (though there is the possibility of fire damage from wands of fire, fire elementals, etc.) However, plasteel armor is not likely to be part of a player's ascension kit wish list, because it is only found on stormtroopers, who are only found on the Jedi quest, and there are usually better options. Jedi will find plenty of plasteel armor from the many stormtroopers they fight during the quest, but not all of it will be useful to them. The body armor will be useless to the Jedi, until late in the game when the penalty for wearing body armor other than a robe can be ignored, and even then the Jedi will probably have found some dragon scale mail, which offers a higher armor class (nine versus six) plus a needed extrinsic like magic resistance or drain resistance. Players other than Jedi who find plasteel armor in a game that includes the Jedi patch might want to hold onto the body armor if they do not yet have crystal plate mail, a mithril-coat, or dragon scale mail. As for the other pieces, the helmet, boots, and gloves might be useful to Jedi as an improvement on a dwarvish iron helm, iron shoes or high boots, and leather gloves. But they will probably want to trade them off for magical alternatives (e.g. helm of telepathy, boots of speed or water walking, gauntlets of dexterity, etc.) as soon as those become available, unless a few extra points of armor class are desired more than extrinsics. In summary, plasteel armor is a good nonmagical choice for any armor slots you haven't been able to fill with your desired magical items, but it is probably not useful enough to change your ascension kit wish list. References Reference: Benjamin Schieder's Jedi Patch
# 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:Chris/dNetHack/dNethack Roles/Binder/Enki Contents 1 Enki, God of the First City 1.1 Binding Ritual 1.2 Taboo 1.3 Mark 1.3.1 Detection 1.3.2 Disguise 1.4 Immunity 1.5 Skill 1.6 Active Powers 1.7 Passive Powers Enki, God of the First City The main temple to Enki is called E-abzu, meaning "abzu temple" (also E-en-gur-a, meaning "house of the subterranean waters"), a ziggurat temple surrounded by Euphratean marshlands near the ancient Persian Gulf coastline at Eridu. He was the keeper of the divine powers called Me, the gifts of civilization. His image is a double-helix snake, or the Caduceus, very similar to the Rod of Asclepius used to symbolize medicine. He is often shown with the horned crown of divinity dressed in the skin of a carp. Considered the master shaper of the world, god of wisdom and of all magic, Enki was characterized as the lord of the Abzu (Apsu in Akkadian), the freshwater sea or groundwater located within the earth. In the later Babylonian epic Enûma Eliš, Abzu, the "begetter of the gods", is inert and sleepy but finds his peace disturbed by the younger gods, so sets out to destroy them. His grandson Enki, chosen to represent the younger gods, puts a spell on Abzu "casting him into a deep sleep", thereby confining him deep underground. Enki subsequently sets up his home "in the depths of the Abzu." Enki thus takes on all of the functions of the Abzu, including his fertilising powers as lord of the waters and lord of semen. [ Wikipedia ] Binding Ritual Enki's seal must be drawn in the center of at least a 5x5 open space. Taboo You must not refuse to dance with foocubi (though you can use an engagement ring to ward them off). Mark Water runs off your body in steady rivulets. Detection The water can be seen from a distance. Disguise Wear either a cloak or torso armor. Immunity Enki protects your inventory from water damage. Skill Enki grants skill in short swords, hammers, sling, dart, and boomerang. Active Powers Walker of Thresholds: Teleport to a chosen doorway. Passive Powers City-Dweller: +2 speed when at least 4 monsters nearby +4 speed when at least 8 monsters are nearby. Alley-Fighter: +1 AC per adjacent wall Fruits of Civilization: eating non-corpse prepared food (fruits don't count, but rations do) heals you by the amount of nutrition gained, drinking booze heals you by your level*10. Swimming: You permanently learn how to swim after binding Enki once.
# File:Dynahack-more-menu-full.png File File history File usage MetadataSize of this preview: 800 × 414 pixels. Other resolutions: 320 × 165 pixels | 1,114 × 576 pixels. Original file ‎(1,114 × 576 pixels, file size: 27 KB, MIME type: image/png) Summary A screenshot for use on the DynaHack page. Licensing -----------* &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; &nbsp; ##Public&nbsp;&nbsp;&nbsp; &nbsp; @Domain## &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; *----------- This file is in the public domain, either officially released into the public domain by the author of the work; being an official work of the government; or being older than the life of the author, plus seventy years. File history Click on a date/time to view the file as it appeared at that time. Date/TimeThumbnailDimensionsUserComment current06:38, 22 September 20131,114 × 576 (27 KB)Tungtn (talk | contribs)A screenshot for use on the DynaHack page. You cannot overwrite this file. File usage The following page uses this file: DynaHack 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. Software usedShutter
# Moat Dungeon features &nbsp;&nbsp;Air _&nbsp;Altar #&nbsp;Corridor #&nbsp;Cloud #.&nbsp;Drawbridge +-|&nbsp;Door .&nbsp;Doorway {&nbsp;Fountain |&nbsp;Headstone .&nbsp;&nbsp;Floor &gt;&lt;&nbsp;Ladder .&nbsp;Ice #&nbsp;Iron&nbsp;bars }&nbsp;Lava }&nbsp;Moat #&nbsp;Sink &nbsp;&nbsp;Solid&nbsp;rock &gt;&lt;&nbsp;Staircase \&nbsp;Throne ^"&nbsp;Trap #&nbsp;Tree -&nbsp;|&nbsp;Wall ~&nbsp;Vibrating square Moats, pools and swamps, }, are bodies of deep water. You cannot swim in your natural form. Entering a water square without any precautions will cause you to fall in ("You sink like a rock!"). If there is a floor tile next to the water (with no monster on it), you will try to climb out safely;[1] otherwise you can drown. If your encumbrance status is at least stressed (or burdened, if you are punished), you will automatically drop some of your gear into the water to lose enough weight to be able to climb out and avoid drowning.[2] However, you might not be able to drop worn armor or a cursed loadstone in time to avoid drowning.[3] Even if you make it out, you risk water damage to your items. Water can be found at Fort Ludios, the Castle, the Wizard of Yendor's room, Juiblex's swamp and Medusa's level, and after digging down on a fountain, among other places; see below for a complete list. Many sea monsters live in water areas. They will try to grab you and drown you. To avoid this, you should detect and evade the relatively slow eels, or wear a non-cursed oilskin cloak or greased armor. If you can detect the sea monsters from afar, you may kill them with some spells, missiles or polearms. In case this is not an option, you should always have some escape items in your inventory. Contents 1 Destroying water 1.1 Boil it away 1.2 Freeze it solid 1.3 Fill it in 2 Getting across water 3 Retrieving items 4 Pool vs. moat vs. water 5 FIQHack 6 Encyclopaedia entry 7 References Destroying water Boil it away Water can be evaporated with a wand of fire, fire horn, potion of oil, or the fireball spell. You can also polyself into or exploit nearby red dragons and red nagas whose breath attacks can evaporate water. Only water in pools can be evaporated; see §&nbsp;Pool vs. moat vs. water below. Some water evaporates. Something evaporated a water tile. Freeze it solid Water can be frozen into ice with a wand of cold, frost horn, or the cone of cold spell. You can also polyself into or exploit nearby silver and white dragons and winter wolves whose breath attacks can freeze water. Beware of red nagas and red dragons which can melt the ice, and note that ice may melt over time. The Amulet of Yendor and invocation items will appear on top of the newly-created ice. For other items, dig a pit in the resulting ice to retrieve the objects. Beware the pit filling back up from adjoining non-frozen water—see §&nbsp;Pool vs. moat vs. water below. The water freezes. Something froze a water tile. Fill it in Use a boulder to fill up the tile, making it solid ground. This has a 90% chance of success, and always consumes the boulder. Just as when the water freezes, the amulet and invocation items float, while others will need to be dug out. You push the boulder into the water. You pushed a boulder onto a water tile. Now you can cross it! The water tile was filled in. It sinks without a trace! The water tile was not filled in. This happens 10% of the time. There is a large splash as the boulder fills the water. A boulder generated by scroll of earth or thrown landed directly on a water tile and filled it in. There is a large splash as the boulder falls into the water. It sinks without a trace! As above, but the boulder failed to fill in the water tile. Getting across water Water squares can be passed in several ways. These include (roughly in order of usefulness and desirability): Levitate over the water. Wear water walking boots and walk over them. Jump over the water. There need to be closely spaced islands for this method to work (this is the case, for example, on Medusa's Island). Teleport to the other side of the water. This is only occasionally helpful, as most bodies of water are on no-teleport levels. Fill in the water using boulders, perhaps from a scroll of earth. Freeze the water using a wand of cold, the cone of cold spell, or some other means such as a breath attack. Be aware that fire can melt the ice and drown you if you're walking on it. Evaporate the water with a wand of fire, the fireball spell, or some other means such as a breath attack. This only works with pools (see §&nbsp;Pool vs. moat vs. water below). Wear an amulet of magical breathing and walk through the water (your objects will become wet). Saddle and ride a flying or levitating pet. (There are no rideable amphibious or floating monsters. A rideable breathless monster would just drown you, if one existed.) Polymorph into a flying, levitating, floating, amphibious, or breathless monster. Get punished, pick up your iron ball, and throw it over the water, having the ball pull you along. Be careful where the ball lands—if it lands in the water, it will pull you down and drown you! Step into the water and hope to climb back up on the correct side (your objects will become wet). You can repeat this process as many times as necessary, but you can only cross a one-tile-wide water barrier this way. (This works for the Castle's moat if you have no other means of getting across.) Retrieving items Items that have fallen into a pool or moat do not disappear; rather they remain at the bottom. They can be retrieved in one of several ways: Zap a wand of teleportation or spell of teleport away at the pool or moat and find the teleported items. (This works all right on levels that are mostly land, but is generally a bad idea on watery levels, as the item will likely end up in the water someplace else and be difficult to find again.) Wear an amulet of magical breathing. Polymorph into a amphibious or breathless monster. Flying, levitating, and floating monsters cannot pick up underwater items. This includes monsters that are also breathless (wraiths).[4] Successfully apply a bullwhip downward while flying or levitating over the square. Freeze the water, then dig out the item. Fill in the water, then dig out the item. Evaporate the water. If you use any other method to get above the water and try to pick things up, you will fail. ("You cannot dive into the water to pick things up", or "You can't even see the bottom, let alone pick up something" if breathless and flying/levitating/floating.) This is a generic message and does not reveal if the square actually contains items to retrieve. Pool vs. moat vs. water According to the source code, there are three types of watery terrain; "WATER" terrain is found only on the Plane of Water, and cannot be altered directly by the player. All other watery terrain is either "POOL" or "MOAT". Note that NetHack does not necessarily report "MOAT" as "moat"; it may be described as "swamp" (Juiblex's Swamp), "water" (Medusa's Island) or "moat" (any other level).[5] In most respects, the terrain types "POOL" and "MOAT" behave identically. They cannot be distinguished easily by the player. However, moats are considered to have considerably more water in them than pools. Their behavior differs in the following respects: Pools can be evaporated with rays or explosions of fire; moats cannot.[6] You need three adjacent pools to have a chance of having a pit you dig filled with water. You only require a single adjacent moat square.[7] Pools have a 1⁄10 chance of containing a kelp frond, while moat squares have a 1⁄30 chance of containing one.[8] Moat squares are considered contiguous with adjacent moat squares for the purposes of dragging a heavy iron ball; pools are not.[9] When you die from drowning, moats are reported as "moat" unless you are on the Medusa's Island level. Otherwise, you drowned in a "pool of water". This means that the MOAT terrain of Juiblex's swamp counts as a "moat" for this death message.[10][11] Water under a drawbridge is always a moat.[12] In wizard mode, you can only wish for pools, not moats (or water). The easiest way to distinguish the type of water you are dealing with is by where it is: Overflowing fountains produce pools.[13] The swamp special room contains pools.[14] The water created during the invocation ritual is moat.[15] The following special levels contain only moats at the start (any water produced from a fountain will still be pools): Fort Ludios Medusa's Island The Castle Both fake and genuine Wizard's Towers. Archeologist quest Rogue quest Tourist quest Wizard quest The following special levels contain only pools: Barbarian quest Healer quest Knight quest The following special levels contain pools and moats: The Valkyrie quest; water that starts as liquid, around lava pools, is pool. Water that starts frozen is frozen moat. Juiblex's Swamp; almost all the water is moat. There are six pools, four in a diamond shape in the middle of the central island, and two more within another island to the right, separated by a single square. The Samurai quest; almost all the water is pools. On the locate level, there are a small number of moat squares within the castle. FIQHack Monsters in FIQHack can crawl (or teleport) out of water to save themselves from drowning. Encyclopaedia entry Day after day, day after day, We stuck, nor breath nor motion; As idle as a painted ship Upon a painted ocean. Water, water, everywhere, And all the boards did shrink; Water, water, everywhere Nor any drop to drink. [ The Rime of the Ancient Mariner, by Samuel Taylor &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Coleridge ] References ↑ trap.c in NetHack 3.4.3, line 2902 ↑ trap.c in NetHack 3.4.3, line 2930 ↑ trap.c in NetHack 3.4.3, line 2772 ↑ hack.c in NetHack 3.4.3, line 1858 ↑ mkmaze.c in NetHack 3.4.3, line 1147 ↑ zap.c in NetHack 3.4.3, line 3576 ↑ dig.c in NetHack 3.4.3, line 443 ↑ mklev.c in NetHack 3.4.3, line 850 ↑ ball.c in NetHack 3.4.3, line 564 ↑ mhitu.c in NetHack 3.4.3, line 1233 ↑ trap.c in NetHack 3.4.3, line 2947 ↑ dbridge.c in NetHack 3.4.3, line 171 ↑ fountain.c in NetHack 3.4.3, line 104 ↑ mkroom.c in NetHack 3.4.3, line 446 ↑ mklev.c in NetHack 3.4.3, line 1467
# User:MC-Dirty About me This is your user page. Please edit this page to tell the community about yourself! My contributions User contributions My favorite pages Add links to your favorite pages on the wiki here! Favorite page #2 Favorite page #3
# Lord Sidious This page is a stub. Should you wish to do so, you can contribute by expanding this page. @ Lord Sidious (no tile) Difficulty 20 Attacks Weapon 4d6, Touch 4d6 shock, Spellcasting @ Lord Sidious (no tile) Difficulty 20 Attacks Weapon 4d6, Touch 4d6 shock, Spellcasting Base level 20 Base experience 799 Speed 10 Base AC 5 Base MR 0 Alignment -10 (chaotic) Frequency (by normal means) Unique Genocidable No Weight 1450 Nutritional value 400 Size Medium Resistances Poison, Shock, Stoning Resistances conveyed None Lord Sidious: has a head, a couple of arms, and a torso. is omnivorous. is not a valid polymorphable form. is a human. is male. is normally generated hostile. is nasty. is strong. can pick up weapons and food. can pick up magical items. wants your quest artifact. Wikipedia has an article about: Palpatine Lord Sidious is the Jedi quest nemesis in the Jedi patch for SLASH'EM. He is a pushover, the real difficulty, is the army of stormtroopers that surround him. A user has suggested improving this page or section as follows: "Verify that difficulty and experience are accurate (see discussion page for source)" References Reference: Benjamin Schieder's Jedi Patch
# File:Bubbly potion.png File File history File usageNo higher resolution available. Bubbly_potion.png ‎(16 × 16 pixels, file size: 204 bytes, MIME type: image/png) A 16x16 vanilla NetHack tile of the object 'bubbly potion'. File history Click on a date/time to view the file as it appeared at that time. Date/TimeThumbnailDimensionsUserComment current12:15, 1 August 200616 × 16 (204 bytes)BotFenix (talk | contribs)A 16x16 vanilla NetHack tile of the object 'bubbly potion'. Category:16x16 tiles You cannot overwrite this file. File usage The following 13 pages uses this file: List of vanilla NetHack tiles NetHack 3.2.0 NetHack 3.2.1 NetHack 3.2.2 NetHack 3.2.3 NetHack 3.3.0 NetHack 3.3.1 NetHack 3.4.0 NetHack 3.4.1 NetHack 3.4.2 NetHack 3.4.3 NetHack 3.6.0 NetHack 3.7.0
# Bovine The Bull and the Cow are the male and female version of bovines in SLASH'EM. Both are domestic animals and can thus be tamed with vegan food or made peaceful with any food. Bulls are significantly stronger than cows. Cows are guaranteed to start peaceful, while bulls are guaranteed to start hostile. Cow q cow Difficulty 8 Attacks Head butt 1d8, Kick 2d4 q cow Difficulty 8 Attacks Head butt 1d8, Kick 2d4 Base level 7 Base experience 92 Speed 9 Base AC 7 Base MR 0 Alignment 0 (neutral) Frequency (by normal means) 2 (Quite rare) Genocidable Yes Weight 2000 Nutritional value 300 Size Medium Resistances None Resistances conveyed None A cow: has no hands. is an animal. is herbivorous. is female. is normally generated peaceful. can be tamed by feeding. wanders randomly. can be seen through infravision. Reference SLASH'EM_0.0.7E7F2/monst.c#line1325 Bull q bull Difficulty 11 Attacks Head butt 2d8, Kick 2d4 q bull Difficulty 11 Attacks Head butt 2d8, Kick 2d4 Base level 10 Base experience 214 Speed 15 Base AC 5 Base MR 0 Alignment 0 (neutral) Frequency (by normal means) 1 (Very rare) Genocidable Yes Weight 3000 Nutritional value 500 Size Medium Resistances None Resistances conveyed None A bull: has no hands. is an animal. is herbivorous. is male. is normally generated hostile. can be tamed by feeding. wanders randomly. can be seen through infravision. Reference SLASH'EM_0.0.7E7F2/monst.c#line1345
# Migo A user has suggested improving this page or section as follows: "Fix minor formatting error in templates (see the categories at the bottom of the page)." Wikipedia has an article about: Mi-go Migo (or Mi-go) are a group of insect-like monsters, inspired by the works of H.P. Lovecraft, that appear in SLASH'EM (as insects) and dNetHack (as motile fungi). Contents 1 SLASH'EM 1.1 Migo drone 1.2 Migo warrior 1.3 Migo queen 1.4 Encyclopaedia entry 1.5 References 2 dNetHack 2.1 Migo worker 2.2 Migo soldier 2.3 Migo philosopher 2.4 Migo queen 3 Origin SLASH'EM There are 3 "migo" monsters in SLASH'EM: migo drone (a), migo warrior (a) and migo queen (a). The drones and warriors can be randomly generated, whereas the queens can only appear in migohives or from the summon insects spell. Unlike most a they are all able to pick up and use items such as scrolls, wands and potions. Migo drone a migo drone Difficulty 10 Attacks Sting 1d3 poison a migo drone Difficulty 10 Attacks Sting 1d3 poison Base level 7 Base experience 109 Speed 12 Base AC 0 Base MR 10 Alignment −5 (chaotic) Frequency (by normal means) 2 (Quite rare) Genocidable Yes Weight 500 Nutritional value 50 Size Medium Resistances poison Resistances conveyed poison (46%) A migo drone: can fly. can see invisible creatures. is poisonous to eat. is omnivorous. is neither male nor female. is normally generated hostile. wanders randomly. is strong. likes gold. likes gems. can pick up weapons and food. can pick up magical items. has infravision. normally appears in large groups. may turn against you when tame. Reference SLASH'EM_0.0.7E7F2/monst.c#line182 A migo drone is the least dangerous of the migos. It does very little physical damage, although its sting is poisonous. It does appear in large groups, however, and thus may swarm the character. Still, it is not much of a threat even then, not being particularly fast or strong. Chatting with a tame or peaceful migo drone produces an unintentional YAFM: "The migo drone drones." Migo warrior a migo warrior Difficulty 14 Attacks Sting 1d3 poison, Bite 2d4 a migo warrior Difficulty 14 Attacks Sting 1d3 poison, Bite 2d4 Base level 10 Base experience 247 Speed 18 Base AC −3 Base MR 30 Alignment −7 (chaotic) Frequency (by normal means) 1 (Very rare) Genocidable Yes Weight 600 Nutritional value 50 Size Medium Resistances poison Resistances conveyed poison (66%) A migo warrior: can fly. can see invisible creatures. is poisonous to eat. is omnivorous. is male. is normally generated hostile. is strong. can pick up weapons and food. can pick up magical items. has infravision. normally appears in small groups. may turn against you when tame. Reference SLASH'EM_0.0.7E7F2/monst.c#line212 A migo warrior is the next step up from a migo drone. They can be somewhat annoying to get rid of, owing to their relatively low AC and relatively high amount of hit points. They are not a huge threat though, as they do comparatively little damage for their level and appear only in small groups. They are, however, tougher than most a, and so can impede your movement if many appear from summon insects. A migo drone will grow up into a migo warrior at level 10, but a migo warrior cannot grow up into a migo queen.[1] Migo queen a migo queen Difficulty 18 Attacks Sting 1d3 intelligence drain, Bite 6d8 a migo queen Difficulty 18 Attacks Sting 1d3 intelligence drain, Bite 6d8 Base level 15 Base experience 407 Speed 15 Base AC −3 Base MR 50 Alignment −9 (chaotic) Frequency (by normal means) 0 (Not randomly generated) Genocidable Yes Weight 1500 Nutritional value 100 Size Large Resistances poison Resistances conveyed poison (100%) A migo queen: can fly. can see invisible creatures. is poisonous to eat. is omnivorous. is female. is normally generated hostile. is strong. can pick up weapons and food. can pick up magical items. has infravision. cannot be tamed. Reference SLASH'EM_0.0.7E7F2/monst.c#line236 Migo queens are thankfully rarely seen, as they are not randomly generated and only appear in migohives. They have a sting which drains intelligence and causes amnesia in the manner of a mind flayer, as well as a bite which does a large amount of physical damage. One should make sure to watch out for them appearing via summon insects, as this can happen occasionally, especially with the large numbers of a that the priests on the Astral Plane or in Moloch's Sanctum will summon. When meeting these in hand-to-hand combat, a greased helmet is advised. Encyclopaedia entry These strange beings are visitors from another realm. An unusual symbiotic relationship exists between the intelligent fungus and the insectoid form that comprises the bulk of its body. They are said to have access to great magical powers. Their queens have been known to steal human brains, taking them back to distant Yuggoth. Migo are also known as the Fungi from Yuggoth. References ↑ source:SLASH'EM 0.0.7E7F2/mondata.c#629 dNetHack dNetHack has 4 migo monsters, all of which appear randomly in the dungeon (but do not venture into Gehennom). Migo queens and philosophers are both capable of amnesia attacks. Migo are considered Fungi in dNetHack, rather than insects. Also known as the Fungi from Yuggoth, the Mi-go are parasitic fungoid entities which inhabit pinkish, crustacean-like creatures. These creatures are the size of a man, and their bodies are composed of pyramided, fleshy rings. Where a head would normally be sits a convoluted ellipsoid, which in turn sprouts innumerable antennae: the true body of the parasite pushing through the cracked shell of its host. The hosts are about 5 feet (1.5 m) long, and their crustacean- like bodies bear numerous sets of paired appendages. They also possess a pair of membranous wings which are used to fly through the thin aether of outer space. Migo worker F migo worker Difficulty 9 Attacks Claw 1d6 physical F migo worker Difficulty 9 Attacks Claw 1d6 physical Base level 7 Base experience 97 Speed 10 Base AC 2 Base MR 20 Alignment 0 (neutral) Frequency (by normal means) 2 (Quite rare) Genocidable No Weight 1000 Nutritional value 200 Size medium Resistances cold, poison, acid, disease Resistances conveyed poison A migo worker: can fly. can tunnel through walls. can survive underwater. does not breathe. has no eyes. has no head. can see invisible creatures. is poisonous to eat. does not eat. (*) is neither male nor female. wanders randomly. likes gold. likes gems. can pick up weapons and food. can pick up magical items. has infravision. does not appear in Gehennom. normally appears in small groups. cannot be tamed. Migo workers are generated in groups and can tunnel, and therefore dig out dungeon levels quite quickly. Migo workers carry valuable gems and rocks. They are never generated with worthless glass. The Mi-go hail from trans-Neptunian space, but come to Earth to mine various rare substances not found in the environs of far Yuggoth. Mi-go workers bore through the dark, stealing the riches of the Earth from beneath the feet of its native sons and daughters. Migo soldier F migo soldier Difficulty 14 Attacks Gaze attack 0d0 mist projection, Weapon 1d10 physical, Claw 2d3 shock F migo soldier Difficulty 14 Attacks Gaze attack 0d0 mist projection, Weapon 1d10 physical, Claw 2d3 shock Base level 9 Base experience 295 Speed 14 Base AC −6 Base MR 40 Alignment 0 (neutral) Frequency (by normal means) 2 (Quite rare) Genocidable No Weight 1300 Nutritional value 250 Size medium Resistances cold, shock, poison, acid, disease Resistances conveyed poison A migo soldier: can fly. can survive underwater. does not breathe. has no eyes. has no head. can see invisible creatures. is poisonous to eat. does not eat. (*) is neither male nor female. is nasty. can pick up weapons and food. can pick up magical items. has infravision. does not appear in Gehennom. normally appears in large groups. cannot be tamed. Migo soldiers are often generated carrying wands of lightning. These wands only contain a handful of charges, but can be of great use when combined with a means of charging. They are capable of wielding weapons. The Mi-go ruthlessly defend their outposts against human intrusion. Mi-go soldiers are armed with mist projectors and bio-armor, and many also carry earthly weapons taken from past victims. Additionally, one in four Mi-go soldiers are equipped with the dreaded Mi-go Electric Gun. Migo philosopher F migo philosopher Difficulty 14 Attacks Gaze attack 0d0 mist projection, Claw 4d3 int drain, Claw 1d8 physical, Cast 4d3 mage spell F migo philosopher Difficulty 14 Attacks Gaze attack 0d0 mist projection, Claw 4d3 int drain, Claw 1d8 physical, Cast 4d3 mage spell Base level 9 Base experience 280 Speed 10 Base AC −2 Base MR 60 Alignment 0 (neutral) Frequency (by normal means) 0 (Not randomly generated) Genocidable No Weight 1450 Nutritional value 400 Size medium Resistances cold, poison, acid, disease Resistances conveyed poison A migo philosopher: can fly. can survive underwater. does not breathe. has no eyes. has no head. can see invisible creatures. is poisonous to eat. does not eat. (*) is neither male nor female. is nasty. likes gems. can pick up weapons and food. can pick up magical items. has infravision. cannot be tamed. Migo philosophers are quite deadly, as they are able to cast mage-type monster spells from range, and can drain large amounts of intelligence in melee. Migo philosophers only appear as escorts for migo queens. Mi-go Philosophers are masters of many branches of science and magic. Mi-go Philosophers are mainly interested in the inhabitants of earth as experimental subjects. In particular, humanoid brains are held in high regard when it comes to experimental fodder. Under normal circumstances a Philosopher will take its time while removing a brain - ensuring that the brain remains fully functional - but if it believes that it's in danger of losing the subject completely it can perform a partial decerebration in seconds. In addition to their surgical tools and magical texts, Philosophers carry improved mist projectors. Migo queen F migo queen Difficulty 31 Attacks Gaze attack 0d0 mist projection, Claw 3d3 paralysis, Claw 6d3 int drain, Cast 6d3 clerical spell F migo queen Difficulty 31 Attacks Gaze attack 0d0 mist projection, Claw 3d3 paralysis, Claw 6d3 int drain, Cast 6d3 clerical spell Base level 25 Base experience 1040 Speed 6 Base AC −6 Base MR 90 Alignment 0 (neutral) Frequency (by normal means) 1 (Very rare) Genocidable Yes Weight 1900 Nutritional value 600 Size medium Resistances cold, shock, poison, acid, disease Resistances conveyed poison A migo queen: can survive underwater. does not breathe. has no eyes. has no head. can see invisible creatures. is poisonous to eat. does not eat. (*) is a lord to its kind. is neither male nor female. is nasty. likes gems. can pick up weapons and food. can pick up magical items. has infravision. does not appear in Gehennom. cannot be tamed. Migo queens are also quite deadly, able to cast priest-type monster spells from range, and can drain large amounts of intelligence in melee. Migo queens are generated with large escorts of other migo types. Mi-go Queens are powerful Philosophers who direct the efforts of the Mi-go. In addition, they are the reproductive units of the Mi-go race. They wear through host bodies at an increadible rate, consuming the flesh and organs of their host to support their numerous sporangia. Origin Migo come from the works of H.P. Lovecraft. The SLASH'EM encyclopedia entry is an excerpt from Lovecraft's work. The correct spelling is actually Mi-go. Mi-go are an extraterrestrial species, an insectoid-fungoid symbiont the size of men. The fungus is the intelligent partner. They are pinkish, with multiple pairs of limbs and a pair of membranous wings that they use to fly through the aether of outer space, not air. Their head, where the fungus partner reside, looks like an ellipsoid with multiple antennas. Yuggoth, mentioned in the encyclopedia, is a colony of the Mi-go on an undiscovered outer planet in our solar system. Mi-go can remove the brain of a human and put it in a "brain cylinder", hence the amnesia attack in the game.
# Mac Wikipedia has an article about: Macintosh RogueBasin has a wiki page about: Mac The Mac (short for Macintosh) is a family of personal computers made by Apple. The Mac line began in 1984 and continues to the present day, but the brand names, processors, operating systems and development tools used on Macs have changed significantly over time. Classic MacOS (previously simply called System Software) was the operating system preloaded on Macs from 1984 to 2001. macOS (previously called Mac OS X) is a Unix-based operating system that has been preloaded on Macs from 2001 to today. NetHack has been available for classic MacOS since at least NetHack 3.0.5, released in 1989. It continued to be supported during the long reign of NetHack 3.4.3, but it is unknown if NetHack 3.6.4 will build or run on it. In the NetHack source code, files relevant to classic MacOS are stored in sys/mac. NetHack is currently supported for modern macOS (ie Mac OS X). Since macOS is a Unix-based system, the build files are in sys/unix, not in sys/mac. It can be compiled with tiles, according to this discussion.
# Category:Defunct features (SLASH'EM) This category contains articles about defunct features specific to SLASH'EM, including features that were present in the variant but have since been removed, as well as features that were present in ancestors of the variant but were not carried over into it. Subcategories This category has only the following subcategory. D ► Defunct objects (SLASH'EM)‎ (16 P) Pages in category "Defunct features (SLASH'EM)" The following 32 pages are in this category, out of 32 total. B Bilbo BagginsD Dao Defunct features (SLASH'EM) Doppelganger quest Drow quest Drunk Dwarf quest Dwarf warriorE EfreetiF Fiend FirefighterG Gnome quest GollumH High Lycanthrope Hobbit questL Lareth Locksmith Lolth Lord Vlad the Impaler Lycanthrope questM Marid Master Shifter MusicianN Ninja (role)O OfficerS Shifter Sir Lorimar SmaugT Thorin TransmuterU UndertakerZ Zookeeper
# Public server A public server allows one to play NetHack or a variant in a shared space on the Internet where one can encounter other people's bones and see scores in the server's score list. Most NetHack servers usually also add some interface patches and bug fixes; this list will not specify those. You may also choose to watch someone's game that is in progress. You can access a public server by using a telnet or SSH client, such as PuTTY on Windows (see the PuTTY page for recommended settings) or ssh (OpenSSH) on Linux, other UNIX systems, MacOS, or (under Windows) WSL. Some public servers may not accept both telnet and SSH. Contents 1 List of public servers 2 Setting up your own server 3 Archives 4 See also List of public servers Server Location Games How to connect nethack.alt.org (NAO) Virginia, United States (Amazon us-east-1) Vanilla NetHack 3.6.6 - saved games on older versions of 3.6.x will be played and finished before transitioning to 3.6.6 ssh [email protected] https://alt.org/nethack/hterm/ (web client) telnet nethack.alt.org IRC: #nethack on libera.chat hardfought.org (HDF) Virginia, United States London, United Kingdom Sydney, Australia NetHack 3.4.3, HDF version NetHack 3.7.0, HDF version, includes public server based enhancements NetHack 1.3d GruntHack, with bug fixes and UI enhancements UnNetHack FIQhack NetHack Fourk dNetHack NetHack 4 DynaHack SporkHack, with bug fixes and UI enhancements xNetHack, 3.7.x based variant SpliceHack, 3.7.x based variant Slash'EM, version 0.0.8E0F2 notdNetHack EvilHack, 3.6.x based variant SlashTHEM GnollHack ssh [email protected] (United States) ssh [email protected] (Europe) ssh [email protected] (Australia) https://www.hardfought.org/nethack/hterm/ (Web client, all servers) IRC: #hardfought on libera.chat Discord: #nethack-hardfought at https://discord.gg/dWMkgHn (irc-to-discord bridge is active) em.slashem.me Falkenstein/Vogtl., Germany NetHack 3.6.6 Slash'EM Extended SLASH'EM 0.0.7, 0.0.8, and 0.0.7-SLethe GruntHack, with bug fixes and UI enhancements SporkHack DNetHack SLEX notdNetHack ssh [email protected] play.slashem.me (web client) IRC: #em.slashem.me on Libera.chat guis.es United Kingdom UnNetHack telnet guis.es (EU) http://guis.es/ (web stats) Cafe / Veekun NetHack Dallas, Texas, United States NetHack with a custom patchset ssh [email protected] (password "nethack" or this identity file) IRC: #cafe on irc.veekun.com nethack4.org Bissen, Luxembourg NetHack 4 telnet nethack4.org games.libreplanet.org Boston, Massachusetts, United States NetHack telnet games.libreplanet.org telnet-ssl games.libreplanet.org IRC: #libreplanet-gaming on freenode (defunct); #libreplanet on Libera (active, but gaming subchannel has yet to be established) Nethack-CN Chengdu, China NetHack 3.6.0 (English) Nethack 3.6.0 (Chinese-translated version) ssh [email protected] -p2222 (password "nethack") NetHack Live Gyeonggi-do, South Korea Iowa, USA NetHack 3.6.6 - Web-based tile play support similar to DCSS including mobile Webtiles play (South Korea) Webtiles play (United States) Discord: https://discord.com/invite/mNcPSDendT floatingeye.net Toronto, Canada NetHack v3.7.0 with custom patchset. Includes consent and dog #petting. ssh [email protected] Setting up your own server There are several ways to manage your public NetHack server, but the most common is to use dgamelaunch, which manages user accounts and runs the NetHack processes in a chroot jail when a user telnets into the server. For FreeBSD, there is a work-in-progress document describing how to set up a NetHack server with dgamelaunch, and also provides patches to make auto-login work with FreeBSD telnetd. Archives Some servers may provide access to archives of data. See also Private server
# User talk:75.73.89.75 Welcome! Welcome! Hi, welcome to NetHackWiki! Thanks for your edit to the Talk:Mumak 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! -- Shijun (Talk) 04:35, July 7, 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]
# Gnomish helm [   gnomish helm   Appearance litte red hat Slot helm AC 0 Special (none) Base price 8 zm Weight 3 Material cloth The gnomish helm is a type of helm that appears in SlashTHEM. It is made of cloth and appears as a little red hat when unidentified. Generation Every gnome (minus gnome zombies and gnome mummies) has a chance of being generated with a gnomish helm, making them very common in the Gnomish Mines. Strategy With a base AC of 0, these helms are likely not very useful to most characters even when enchanted. However, they provide a +2 racial bonus in AC to player gnomes, making them more usable. This page is a stub. Should you wish to do so, you can contribute by expanding this page.
# Zombie Wikipedia has an article about: Zombie Members of the Z zombie monster class are undead creatures often found in graveyards or in the main dungeon. Zombies leave corpses that are already old, so they are unfit for sacrificing (except for same-race sacrifices). They are also likely to be tainted even if eaten immediately. You can tin a zombie's corpse to attempt to gain whatever intrinsic would normally be added by consuming a normal corpse of the same monster type. More dangerously, eating a zombie corpse and then curing the sickness is also possible. Ghouls and skeletons are also represented by Z, but are not technically zombies. 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. Zombies and liches can now raise monsters killed by them without a weapon as zombies, unless they are cancelled. The corpse will rise 5-20 turns after death if it has a corresponding zombie type. You can also do this if polymorphed into a zombie or lich. Zombies and liches will now fight living monsters that can be turned into zombies. Contents 1 Types of zombies 1.1 Kobold zombie 1.2 Gnome zombie 1.3 Orc zombie 1.4 Dwarf zombie 1.5 Elf zombie 1.6 Human zombie 1.7 Ettin zombie 1.8 Giant zombie 2 Variants 2.1 dNetHack 2.1.1 Drow zombie 2.1.2 Half-dragon zombie 2.2 FIQHack 3 Origin 4 Encyclopedia entry 5 References Types of zombies Kobold zombie Z kobold zombie Difficulty 1 Attacks Claw 1d4 Z kobold zombie Difficulty 1 Attacks Claw 1d4 Base level 0 Base experience 1 Speed 6 Base AC 10 Base MR 0 Alignment -2 (chaotic) Frequency (by normal means) 1 (Very rare) Genocidable Yes Weight 400 Nutritional value 50 Size Small Resistances Cold, sleep, poison Resistances conveyed None A kobold zombie: does not breathe. is mindless. has a head, a couple of arms, and a torso. is poisonous to eat. does not eat. (*) is undead. is normally generated hostile. can follow you to other levels. has infravision. can leave an old kobold corpse. Reference monst.c#line2113 These monsters are coveted by neutral protection racketeers because they provide a boost to alignment record with only minimal gain in experience. This is helpful to improve the outcome of prayer without gaining unnecessary levels. This is true for lawful protection racketeers as well, though their options are so common that it's rarely an issue. Gnome zombie Z gnome zombie Difficulty 2 Attacks Claw 1d5 Z gnome zombie Difficulty 2 Attacks Claw 1d5 Base level 1 Base experience 8 Speed 6 Base AC 10 Base MR 0 Alignment -2 (chaotic) Frequency (by normal means) 1 (Very rare) Genocidable Yes Weight 650 Nutritional value 50 Size Small Resistances Cold, sleep, poison Resistances conveyed None A gnome zombie: does not breathe. is mindless. has a head, a couple of arms, and a torso. is poisonous to eat. does not eat. (*) is undead. is a gnome. is normally generated hostile. can follow you to other levels. has infravision. can leave an old gnome corpse. Reference monst.c#line2120 Orc zombie Z orc zombie Difficulty 3 Attacks Claw 1d6 Z orc zombie Difficulty 3 Attacks Claw 1d6 Base level 2 Base experience 17 Speed 6 Base AC 9 Base MR 0 Alignment -3 (chaotic) Frequency (by normal means) 1 (Very rare) Genocidable Yes Weight 850 Nutritional value 75 Size Medium Resistances Cold, sleep, poison Resistances conveyed None An orc zombie: does not breathe. is mindless. has a head, a couple of arms, and a torso. is poisonous to eat. does not eat. (*) is undead. is an orc. is normally generated hostile. can follow you to other levels. has infravision. normally appears in small groups. can leave an old orc corpse. Reference monst.c#line2127 Orc zombies, along with orc mummies and other live orcs, are detected by Sting when wielded. Strangely, they may also appear among the named orcs that can be found in the Gnomish Mines and other levels in a game that has the Orcish Town variant of Minetown, and will even be generated carrying the appropriate loot. Dwarf zombie Z dwarf zombie Difficulty 3 Attacks Claw 1d6 Z dwarf zombie Difficulty 3 Attacks Claw 1d6 Base level 2 Base experience 17 Speed 6 Base AC 9 Base MR 0 Alignment -3 (chaotic) Frequency (by normal means) 1 (Very rare) Genocidable Yes Weight 900 Nutritional value 150 Size Medium Resistances Cold, sleep, poison Resistances conveyed None A dwarf zombie: does not breathe. is mindless. has a head, a couple of arms, and a torso. is poisonous to eat. does not eat. (*) is undead. is a dwarf. is normally generated hostile. can follow you to other levels. has infravision. normally appears in small groups. can leave an old dwarf corpse. Reference monst.c#line2134 Elf zombie Z elf zombie Difficulty 4 Attacks Claw 1d7 Z elf zombie Difficulty 4 Attacks Claw 1d7 Base level 3 Base experience 28 Speed 6 Base AC 9 Base MR 0 Alignment -3 (chaotic) Frequency (by normal means) 1 (Very rare) Genocidable Yes Weight 850 Nutritional value 170 Size Medium Resistances Cold, sleep, poison Resistances conveyed Sleep (67%) An elf zombie: does not breathe. is mindless. has a head, a couple of arms, and a torso. does not eat. (*) is undead. is an elf. is normally generated hostile. can follow you to other levels. has infravision. normally appears in small groups. can leave an old elf corpse. Reference monst.c#line2141 Elf zombies leave old elf corpses. These may be tinned and then eaten for the sleep resistance intrinsic, which they have a 67% chance of giving. The high chance comes from the fact that the base level of the elf monster is considerably higher than other base race monsters. If you have an immediate means of curing food poisoning but no tinning kit, it may even be worth it to eat one raw. Human zombie Z human zombie Difficulty 5 Attacks Claw 1d8 Z human zombie Difficulty 5 Attacks Claw 1d8 Base level 4 Base experience 41 Speed 6 Base AC 8 Base MR 0 Alignment -3 (chaotic) Frequency (by normal means) 1 (Very rare) Genocidable Yes Weight 1450 Nutritional value 200 Size Medium Resistances Cold, sleep, poison Resistances conveyed None A human zombie: does not breathe. is mindless. has a head, a couple of arms, and a torso. does not eat. (*) is undead. is normally generated hostile. can follow you to other levels. has infravision. normally appears in small groups. can leave an old human corpse. Reference monst.c#line2149 Reviving an aligned priest corpse with will instead produce a human zombie. Ettin zombie Z ettin zombie Difficulty 7 Attacks Claw 1d10, claw 1d10 Z ettin zombie Difficulty 7 Attacks Claw 1d10, claw 1d10 Base level 6 Base experience 73 Speed 8 Base AC 6 Base MR 0 Alignment -4 (chaotic) Frequency (by normal means) 1 (Very rare) Genocidable Yes Weight 1700 Nutritional value 250 Size Huge Resistances Cold, sleep, poison Resistances conveyed None An ettin zombie: does not breathe. is mindless. has a head, a couple of arms, and a torso. does not eat. (*) is undead. is normally generated hostile. can follow you to other levels. is strong. has infravision. can leave an old ettin corpse. Reference monst.c#line2157 Players generally encounter Ettin zombies well before encountering normal Ettins. Giant zombie Z giant zombie Difficulty 9 Attacks Claw 2d8, claw 2d8 Z giant zombie Difficulty 9 Attacks Claw 2d8, claw 2d8 Base level 8 Base experience 113 Speed 8 Base AC 6 Base MR 0 Alignment -4 (chaotic) Frequency (by normal means) 1 (Very rare) Genocidable Yes Weight 2050 Nutritional value 375 Size Huge Resistances Cold, sleep, poison Resistances conveyed Increase strength (50%) A giant zombie: does not breathe. is mindless. has a head, a couple of arms, and a torso. does not eat. (*) is undead. is a giant. is normally generated hostile. can follow you to other levels. is strong. has infravision. can leave an old giant corpse. Reference monst.c#line2165 Giant zombies leave rotten giant corpses. These may be tinned and then eaten for the strength gain. Variants dNetHack dNetHack adds two new types of zombie: the Drow zombie and half-dragon zombie. Also, dNethack zombies can now rise from the dead similar to GruntHack zombies. However, they lack the sickness inducing bite. All non-undead will attack zombies on sight. Any monster killed by a zombie will eventually revive as one if a corpse is left, however the player will not (as of yet). In dNetHack, the Z class also includes the skeletal pirate, gnoll ghoul, and dread seraph. Drow zombie Z drow zombie File:Drow zombie.png Difficulty 7 Attacks Claw 1d6 fire, Passive 1d6 barbs Z drow zombie File:Drow zombie.png Difficulty 7 Attacks Claw 1d6 fire, Passive 1d6 barbs Base level 5 Base experience 61 Speed 6 Base AC 9 Base MR 0 Alignment -5 (chaotic) Frequency (by normal means) 1 (Very rare) Genocidable Yes Weight 800 Nutritional value 175 Size medium Resistances cold, sleep, poison Resistances conveyed A drow zombie: can survive underwater. does not breathe. is mindless. has a head, a couple of arms, and a torso. does not eat. (*) is undead. is male. is normally generated hostile. can follow you to other levels. has infravision. appears only in Gehennom. normally appears in small groups. never leaves a corpse. resists death magic. cannot be tamed. does not naturally regenerate HP. Half-dragon zombie Z half-dragon zombie File:Half-dragon zombie.png Difficulty 7 Attacks Claw 1d6 fire, Passive 4d6 half-dragon breath Z half-dragon zombie File:Half-dragon zombie.png Difficulty 7 Attacks Claw 1d6 fire, Passive 4d6 half-dragon breath Base level 5 Base experience 66 Speed 6 Base AC 9 Base MR 0 Alignment -5 (chaotic) Frequency (by normal means) 1 (Very rare) Genocidable Yes Weight 800 Nutritional value 175 Size medium Resistances cold, sleep, poison Resistances conveyed A half-dragon zombie: can survive underwater. does not breathe. is mindless. has a head, a couple of arms, and a torso. does not eat. (*) is undead. is male. is normally generated hostile. can follow you to other levels. appears only in Gehennom. normally appears in small groups. never leaves a corpse. resists death magic. cannot be tamed. does not naturally regenerate HP. Even in death, the half-dragon zombie retains the half-dragon breath attack it had in life. FIQHack Zombies in FIQHack can be much more dangerous to the inattentive or careless player. First, zombies can revive other corpses. If there is a zombie variant of the corpse, it will become a zombie of that type. If there is not a zombie variant of the corpse, it will become an enslaved monster. This is indicated by the use of 'enslaved' in messages, for example 'the enslaved kitten hits!' Every time a zombie successfully strikes a living player, it will cause (or increase) zombification disease[1] . This is not immediately a problem as minor zombification disease will go away over time. Zombification disease is implemented as a delayed instadeath timer starting at 100. Each successful hit reduces the timer by 10[2]. If the timer remains above 50, zombification disease will eventually wear off and will never kill the player. However, if the timer goes below 50[3], the disease will never wear off and will kill the player when the timer reaches 0. This is made very clear in status messages. Zombification disease can be cured similarly to other sickness (a unicorn horn is very helpful!). Note it is considered a major trouble for the purposes of praying. Zombification also prevents HP regeneration. Finally, the undead and the living in FIQHack are mortal enemies and will always attempt to destroy each other. Origin The zombie is a mindless animated corpse. It originates from Haitian folklore. The etymology comes from African or Caribbean creole of related concepts. The folklore of the ghoul is a bit unclear, but it is not considered a Zombie. Encyclopedia entry The zombi ... is a soulless human corpse, still dead, but taken from the grave and endowed by sorcery with a mechanical semblance of life, -- it is a dead body which is made to walk and act and move as if it were alive. [ W. B. Seabrook ] References ↑ https://github.com/FredrIQ/fiqhack/blob/33e95f977761f66186a1f9aea1ca5e5d262912a2/libnethack/src/uhitm.c#L1626 ↑ https://github.com/FredrIQ/fiqhack/blob/33e95f977761f66186a1f9aea1ca5e5d262912a2/libnethack/src/mhitm.c#L1903 ↑ https://github.com/FredrIQ/fiqhack/blob/33e95f977761f66186a1f9aea1ca5e5d262912a2/libnethack/include/prop.h#L13 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.
# Attribute Contents 1 Strength 2 Dexterity 3 Constitution 4 Intelligence 5 Wisdom 6 Charisma 7 Starting attributes 8 Maximum attributes 9 Variants 9.1 NetHack brass 9.1.1 Racial modifiers 9.1.2 Wizard mode 9.2 SLASH'EM 9.2.1 Strength 9.2.2 Dexterity 9.3 FIQHack 9.4 UnNetHack 10 See also 11 References An attribute shows some capability of the player. Alternatively, "attribute" may refer to properties divined through enlightenment or death. There are six basic attributes, as in Dungeons &amp; Dragons. Four of a player's attributes can be increased by exercising them. Strength Main article: Strength Strength corresponds to the ability to have more weight in your inventory. Also, the stronger you are, the more damage you do in melee combat, and the farther you can throw objects. Dexterity Main article: Dexterity Dexterity has a multitude of effects, of which the most significant is probably that it affects your chance of hitting monsters, whether in melee combat or with a missile or spell. Constitution Main article: Constitution Having a high constitution increases your healing rate and the number of HP you gain when levelling up and allows you to carry more weight in your inventory. Intelligence Intelligence is useful for reading spellbooks, for spellcasting (unless you are a Healer, Knight, Monk, Priest or Valkyrie, in which case it is wisdom that affects your chances of successfully casting a spell) and for encounters with foocubi. Mind flayers have a brain-eating attack that can drain your intelligence; if you are hit by a successful brain-eating attack when your base intelligence is already 3, you die of brainlessness. Intelligence cannot be exercised, but can be permanently increased by drinking a blessed potion of enlightenment or a potion of gain ability. It can also be temporarily increased by wearing a helm of brilliance. If you eat a mind flayer corpse, there is a 50% chance your intelligence will be permanently increased by one point. Wisdom Main article: Wisdom A Healer, Knight, Monk, Priest or Valkyrie requires wisdom to cast spells. Wisdom is not particularly important for most other classes, though it affects how fast your power regenerates (and is thus fairly important for wizards) and how much power you gain when leveling up. Charisma Charisma is mostly useful for obtaining better prices at shops.[1] It also helps with foocubus encounters, both by increasing the chance of a positive result and by giving more control over whether they remove your armor.[2] Charisma also has other effects: The chance of successfully bribing demons with less money than they demand.[3] The amount of gold required to bribe the Yendorian army.[4] The chance of successfully applying a saddle to a monster.[5] The initial apport of new pets is equal to your charisma.[6] Several messages that don't affect game mechanics.[7][8][9] 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. Charisma affects the probability that monsters are affected by conflict. Charisma is a difficult stat to increase, as it cannot be exercised. It can be permanently increased by drinking a potion of gain ability, or temporarily increased by wearing a charged ring of adornment. You can also gain charisma by triggering a magic trap; however, this can be dangerous. Charisma Price 3–5 ×2 6–7 ×1.5 8–10 ×1.33 11–15 ×1 16–17 ×0.75 18 ×0.67 19–25 ×0.5 Reference: shk.c, line 1910. Starting attributes The player's starting attributes depend on their role as follows:[10] Class Strength Dexterity Constitution Intelligence Wisdom Charisma Remaining Archeologist 7\20% 7\10% 7\20% 10\20% 10\20% 7\10% 27 Barbarian 16\30% 15\20% 16\30% 7\6% 7\7% 6\7% 8 Caveman 10\30% 7\20% 8\30% 7\6% 7\7% 6\7% 30 Healer 7\15% 7\15% 11\25% 7\20% 13\20% 16\5% 14 Knight 13\30% 8\10% 10\20% 7\15% 14\15% 17\10% 6 Monk 10\25% 8\20% 7\15% 7\10% 8\20% 7\10% 28 Priest 7\15% 7\15% 7\20% 7\10% 10\30% 7\10% 30 Ranger 13\30% 9\20% 13\20% 13\10% 13\10% 7\10% 7 Rogue 7\20% 10\30% 7\20% 7\10% 7\10% 6\10% 31 Samurai 10\30% 10\30% 17\14% 8\10% 7\8% 6\8% 17 Tourist 7\15% 7\15% 7\30% 10\10% 6\10% 10\20% 28 Valkyrie 10\30% 7\20% 10\30% 7\6% 7\7% 7\7% 27 Wizard 7\10% 7\20% 7\20% 10\30% 7\10% 7\10% 30 First, points are distributed so that the player receives, as a minimum, the number indicated before the backslash. This is always out of a pool of 75 points, and the Remaining column contains the amount of leftover points from this step. Next, the remaining points are distributed randomly according to the percentage after the backslash. If an attribute is chosen that would raise it above the player's racial maximum, it will try 99 more times to choose a different attribute to raise. If it fails to pick an attribute on all 100 attempts, it will abort this step and any remaining points will be lost.[11] Third, each attribute has a 5% probability of having a random number from −2 to +4 added to it [12]. These respect racial maximums. Finally, strength will, if necessary, be increased until the player is unencumbered by their starting inventory. If their racial maximum is not enough, constitution will be increased similarly. Maximum attributes The player's maximum attributes depend on their race as follows:[13] Race Strength Dexterity Constitution Intelligence Wisdom Charisma Human 18/** 18 18 18 18 18 Elf 18 18 16 20 20 18 Dwarf 18/** 20 20 16 16 16 Gnome 18/50 18 18 19 18 18 Orc 18/50 18 18 16 16 16 These maxima only apply to your base "naked" attributes. Some magic items, like the helm of brilliance, gauntlets of power and gauntlets of dexterity, allow you to exceed these limits, up to 25 for all attributes. All attributes have a minimum of 3. Variants NetHack brass NetHack brass implements different maximum attributes per role. Find your maximum attributes by looking for your role in the next table, then applying the racial modifiers. For example, humans have +2 to strength. All heroes have a minimum of 3 for each attribute. The entries with the exclamation marks are the spellcasting stats for each role. Role Strength Dexterity Constitution Intelligence Wisdom Charisma Archeologist 16 10 17 19! 18 19 Barbarian 18/** 18 20 12! 16 10 Caveman 18/** 18 20 14! 16 15 Healer 12 19 19 19 19! 18 Knight 18/50 13 18 17 19! 19 Monk 10 20 20 18 20! 18 Priest 18 15 18 17 20! 18 Ranger 17 21 13 19! 16 19 Rogue 18 20 17 17! 17 16 Samurai 18/50 20 19 15! 15 15 Tourist 17 15 18 19! 19 19 Valkyrie 18/** 16 20 12 17! 16 Wizard 10 19 16 20! 20 18 Reference: src/role.c in NetHack brass 040923. Racial modifiers To find your maximum attributes in NetHack brass, after finding your role in the above table, you must apply the racial modifiers of the below table. These racial modifiers apply only to the maximum attributes of each player, not the initial attributes. An elven Ranger of NetHack brass, for example, can reach 19+1 = 20 in charisma by increasing charisma one more time after a human Ranger would have maxed at 19. For strength modifiers only, a +1 raises 18 to 18/50, while a +2 raises 18 to 18/** or 17 to 18/50. Race Strength Dexterity Constitution Intelligence Wisdom Charisma Human +2 0 0 0 0 0 Elf 0 0 −2 +2 +2 +1 Dwarf +2 +2 +2 −2 −2 −2 Gnome +1 0 0 +1 0 0 Orc +2 0 0 −2 −2 −3 Wizard mode The wizard mode of NetHack brass supplies the #rrllududab extended command, a code that sets your attributes to their maximum; this is a reference to the Konami code. SLASH'EM SLASH'EM handles several attributes differently compared to NetHack. Strength Due to the changed behavior of the gauntlets of power, strength between 18/** and 25 is handled differently. Strength grants bonuses to damage and to-hit as follows: strength to-hit damage 3–5 −2 −1 6–7 −1 0 8–15 0 0 16 0 +1 17 +1 +1 18 +1 +2 18/01–18/99 +1 +3 18/** +2 +4 19 +2 +5 20 +3 +6 21 +3 +7 22 +4 +8 23 +4 +9 24 +5 +10 25 +5 +11 Reference: weapon.c in SLASH'EM 0.0.7E7F2, line 900. Dexterity Dexterity now has an impact on AC, and higher Dexterity provides bonuses to AC. dexterity AC 3&lt; +3 4–5 +2 6–7 +1 8–14 0 15 −1 16 −2 17 −3 18 −4 19 −5 20–21 −6 22–23 −7 &gt;23 −8 FIQHack In FIQHack, strength over 18 is no longer considered a special attribute, and "exceptional strength" of 18/XX does not exist - their numeric equivalents are used instead, as follows: Elves: 18 Gnomes: 19 Orcs: 20 Humans: 21 Dwarves: 21 UnNetHack UnNetHack adds the ability to exercise intelligence by fighting a weeping angel's mental reflection, which requires that the player does not have reflection.[14] See also hit points inventory purse encumbrance weight intrinsic Drain for gain, which involves manipulating your attributes, and discusses how to do so. References ↑ src/shk.c in NetHack 3.6.6, line 2134 ↑ src/mhitu.c in NetHack 3.6.6, line 2431 ↑ src/minion.c in NetHack 3.6.6, line 304 ↑ src/dokick.c in NetHack 3.6.6, line 372 ↑ src/steed.c in NetHack 3.6.6, line 94 ↑ src/dog.c in NetHack 3.6.6, line 45 ↑ src/dig.c in NetHack 3.6.6, line 1362 ↑ src/apply.c in NetHack 3.6.6, line 826 ↑ src/eat.c in NetHack 3.6.6, line 751 ↑ src/role.c in NetHack 3.6.6, line 54: base attributes and distributions ↑ attrib.c in NetHack 3.6.0, line 565 ↑ u_init.c in NetHack 3.6.0, line 884 ↑ role.c in NetHack 3.4.3, line 405 ↑ https://sourceforge.net/p/unnethack/git/ci/master/tree/src/mhitu.c#l2206
# Kobold Wikipedia has an article about: Kobold Members of the kobold monster class are represented by k. This class has four members, described below. All kobolds are poisonous to eat, but do not convey poison resistance. Each kobold has a 25% probability of being generated with 3-14 darts.[1] In German mythology, Kobolds normally start out as benevolent nix, but are either ignored or angered by humans, causing them to act out, or in this case, attack. Kobolds will "grunt" when #chatted to, and will pick up and equip appropriate weapons and armor. Contents 1 Kobold 2 Large kobold 3 Kobold lord 4 Kobold shaman 5 Variants 5.1 SLASH'EM 5.2 UnNetHack 6 Encyclopedia entry 7 References Kobold k kobold Difficulty 1 Attacks Weapon 1d4 k kobold Difficulty 1 Attacks Weapon 1d4 Base level 0 Base experience 6 Speed 6 Base AC 10 Base MR 0 Alignment -2 (chaotic) Frequency (by normal means) 1 (Very rare) Genocidable Yes Weight 400 Nutritional value 100 Size Small Resistances Poison Resistances conveyed None A kobold: has a head, a couple of arms, and a torso. is poisonous to eat. is omnivorous. is normally generated hostile. can pick up weapons and food. has infravision. can be seen through infravision. Reference monst.c#line569 An ordinary kobold is one of the easiest monsters in the game. Large kobold k large kobold Difficulty 2 Attacks Weapon 1d6 k large kobold Difficulty 2 Attacks Weapon 1d6 Base level 1 Base experience 13 Speed 6 Base AC 10 Base MR 0 Alignment -3 (chaotic) Frequency (by normal means) 1 (Very rare) Genocidable Yes Weight 450 Nutritional value 150 Size Small Resistances Poison Resistances conveyed None A large kobold: has a head, a couple of arms, and a torso. is poisonous to eat. is omnivorous. is normally generated hostile. can pick up weapons and food. has infravision. can be seen through infravision. Reference monst.c#line576 Kobolds can grow up into large kobolds.[2] Kobold lord k kobold lord Difficulty 3 Attacks Weapon 2d4 k kobold lord Difficulty 3 Attacks Weapon 2d4 Base level 2 Base experience 22 Speed 6 Base AC 10 Base MR 0 Alignment -4 (chaotic) Frequency (by normal means) 1 (Very rare) Genocidable Yes Weight 500 Nutritional value 200 Size Small Resistances Poison Resistances conveyed None A kobold lord: has a head, a couple of arms, and a torso. is poisonous to eat. is omnivorous. is a lord to its kind. is male. is normally generated hostile. can pick up weapons and food. has infravision. can be seen through infravision. Reference monst.c#line583 Large kobolds can grow up into kobold lords.[3] Kobold shaman k kobold shaman Difficulty 4 Attacks Magic spell-casting k kobold shaman Difficulty 4 Attacks Magic spell-casting Base level 2 Base experience 27 Speed 6 Base AC 6 Base MR 10 Alignment -4 (chaotic) Frequency (by normal means) 1 (Very rare) Genocidable Yes Weight 450 Nutritional value 150 Size Small Resistances Poison Resistances conveyed None A kobold shaman: has a head, a couple of arms, and a torso. is poisonous to eat. is omnivorous. is normally generated hostile. can pick up magical items. has infravision. can be seen through infravision. Reference monst.c#line591 The kobold shaman is among the lowest-level spellcasting monsters in NetHack. If generated at its base level, it can't actually cast anything, as monster level 2 gives no chance of success with monster spells. A level 3 kobold shaman has a 1⁄3 chance of successfully casting psi bolt, cure self, or haste self. Variants SLASH'EM Main article: Kobold (SLASH'EM) SLASH'EM introduces several new kobolds: k&nbsp;swamp kobold k&nbsp;rock kobold k&nbsp;kobold warrior k&nbsp;Kroo the Kobold King UnNetHack In UnNetHack, kobolds will attack any elves they see, and vice versa, as part of Nephi's grudge patch. Encyclopedia entry The race of kobolds are reputed to be an artificial creation of a master wizard (demi-god?). They are about 3' tall with a vaguely dog-like face. They bear a violent dislike of the Elven race, and will go out of their way to cause trouble for Elves at any time. References ↑ makemon.c in NetHack 3.4.3, line 369 ↑ mondata.c in NetHack 3.4.3, line 562 ↑ mondata.c in NetHack 3.4.3, line 562 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.
# Source code Source code 1.0 - 1.3d - 1.4f - 2.2a - 2.3e - 3.0.0 - 3.1.0 - 3.2.0 - 3.3.0 - 3.4.0 - 3.4.3 - 3.6.0 - 3.6.1 - 3.6.2 Statistics - Source diving - Annotations Source code is the code of a program that is not yet compiled into an OS-usable binary. NetHack is programmed in C, a portable language that compiles on many systems. The NetHack programmers, the DevTeam, are a dedicated but conservative bunch, releasing new versions very infrequently. The latest NetHack sources are available at (http://www.nethack.org/v361/download-src.html). Earlier versions are available at (http://www.nethack.org/common/index.html). NetHackWiki provides an annotated version of the NetHack 3.6.1 source code. The original source code is distributed under the NetHack General Public License; our annotations use the GNU Free Documentation License. Read Project:Copyrights for detailed copyright information. Here at NetHackWiki, anyone, including you, can annotate the source code. You can get an overview of the sources by reading the Beginner's Guide To NetHack Sources or just dive in! An indicator like "(20% annotated)" indicates that someone has documented about 20% of the code for that file. All others are not yet annotated. (Please help!) Contents 1 nethack-3.6.1/include 2 nethack-3.6.1/dat 3 nethack-3.6.1/src 4 Other files 5 SLASH'EM nethack-3.6.1/include align.h amiconf.h artifact.h artilist.h attrib.h beconf.h bitmfile.h botl.h color.h config.h config1.h context.h coord.h decl.h def_os2.h dgn_file.h display.h dlb.h dungeon.h engrave.h extern.h flag.h func_tab.h gem_rsc.h global.h hack.h integer.h lev.h lint.h load_img.h mac-carbon.h macconf.h macpopup.h mac-qt.h mac-term.h mactty.h macwin.h mail.h mextra.h mfndpos.h micro.h mkroom.h monattk.h mondata.h monflag.h monst.h monsym.h mttypriv.h ntconf.h obj.h objclass.h os2conf.h patchlevel.h pcconf.h permonst.h prop.h qt_clust.h qt_kde0.h qt_win.h qt_xpms.h List of qt_xpms.h images qtext.h qttableview.h quest.h rect.h region.h rm.h skills.h sp_lev.h spell.h sys.h system.h tcap.h tile2x11.h tileset.h timeout.h tosconf.h tradstdc.h trampoli.h trap.h unixconf.h vision.h vmsconf.h wceconf.h winami.h wingem.h winGnome.h winprocs.h wintty.h wintype.h winX.h xwindow.h xwindowp.h you.h youprop.h nethack-3.6.1/dat Arch.des Barb.des bigroom.des castle.des Caveman.des endgame.des gehennom.des Healer.des Knight.des knox.des medusa.des mines.des Monk.des oracle.des Priest.des Ranger.des Rogue.des Samurai.des sokoban.des Tourist.des tower.des Valkyrie.des Wizard.des yendor.des nethack-3.6.1/src allmain.c alloc.c apply.c artifact.c attrib.c ball.c bones.c botl.c cmd.c dbridge.c decl.c detect.c dig.c display.c dlb.c do.c do_name.c do_wear.c dog.c dogmove.c dokick.c dothrow.c drawing.c dungeon.c eat.c end.c engrave.c exper.c explode.c extralev.c files.c fountain.c hack.c hacklib.c invent.c light.c lock.c mail.c makemon.c mapglyph.c mcastu.c mhitm.c mhitu.c minion.c mklev.c mkmap.c mkmaze.c mkobj.c mkroom.c mon.c mondata.c monmove.c monst.c mplayer.c mthrowu.c muse.c music.c o_init.c objects.c objnam.c options.c pager.c pickup.c pline.c polyself.c potion.c pray.c priest.c quest.c questpgr.c read.c rect.c region.c restore.c rip.c rnd.c role.c rumors.c save.c shk.c shknam.c sit.c sounds.c sp_lev.c spell.c steal.c steed.c sys.c teleport.c timeout.c topten.c track.c trap.c u_init.c uhitm.c vault.c version.c vision.c weapon.c were.c wield.c windows.c wizard.c worm.c worn.c write.c zap.c Other files bogusmon.txt data.base dungeon.def engrave.txt epitaph.txt oracles.txt quest.txt rumors.tru rumors.fal symbols tribute SLASH'EM See SLASH'EM_0.0.7E7F2_source_code.
# Forum:Collapsing Dungeon? &lt; Forum:Watercooler I was a lawful human valkrie with mjollnir, a wand of death, a ring of regeneration, and gloves of power. i drank a potion and it turned me into a green slime and collapsed the dungeon around me. "You turn into a green slime. The dungeon collapses around you!" what did i do? --Ingo321 (talk) 14:29, 23 October 2015 (UTC) You should say which variant you where playing.--Quantum Immortal (talk) 17:04, 24 October 2015 (UTC) vanila nacl NetHack Version 3.4.3 - last build Sun Dec 2 13:42:25 2012.--Ingo321 (talk) 14:36, 26 October 2015 (UTC) Is it this? https://nethackwiki.com/wiki/Panic NeonKow (talk) 14:42, 26 October 2015 (UTC) For those like me that didn't get it. Nacl is a technology of chrome in order to run native applications in the browser...I'll add it in the wiki somewhere.--Quantum Immortal (talk) 22:56, 26 October 2015 (UTC) The message in question means that there was a bug in the game that made it impossible to continue. So you'd want to try to figure out what caused the bug so that it could be fixed. Unfortunately, 3.4.3 is not very good at recording state during a panic. Ais523 (talk) 13:03, 27 October 2015 (UTC) it also said something about contacting the wizard to save the game--Ingo321 (talk) 20:43, 27 October 2015 (UTC) Definitely a panic, then. It'd be nice to know what caused it so that it could be fixed. Ais523 (talk) 01:15, 12 November 2015 (UTC)
# Choking Choking can refer to: Dying from overnutrition The grabbing attack of rope golems An adverse effect of a leash An amulet of strangulation This is a disambiguation page: a list of articles associated with the same title.
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# Symset Starting in NetHack 3.6.0, the symset option selects one of several symbol sets for display of a text-mode map for the normal dungeon. The roguesymset option does the same for the Rogue level. The file "symbols", placed in the directory where NetHack is installed, defines the available symbol sets. The user may edit this file to change existing symbol sets or to define new symbol sets. The symset option supersedes IBMgraphics, DECgraphics and MACgraphics. Those options are still recognized for backward compatibility. It also replaces the variables named under Custom map symbols, except that BOULDER is still accepted. Individual symbols may be set in the options file with SYMBOLS: SYMBOLS=S_boulder:0 SYMBOLS=S_golem:7 SYMBOLS=S_ghost:8 Contents 1 Available symbol sets 1.1 Normal dungeon 1.2 Rogue level 1.3 File format 2 Example 3 Screenshots 3.1 Main dungeon 3.1.1 With IBMgraphics 3.1.2 With IBMgraphics_2 3.1.3 With IBMgraphics_1 3.1.4 With DECgraphics 3.2 Rogue level 3.2.1 With RogueIBM/RogueWindows 3.2.2 With RogueEpyx Available symbol sets Normal dungeon The following symbol sets are available for the normal dungeon and for the Rogue level: Default symbols -- plain ASCII. This set is coded directly and not defined in the symbols file. DECgraphics IBMgraphics IBMGraphics_1 -- displays walls as solid lines and all other characters the same way as ASCII IBMGraphics_2 -- rolls back certain symbols to ASCII, for consistent display with code pages other than 437. The IBMgraphics article discusses code pages at length. MACgraphics NHAccess -- an ASCII-compatible symbol set intended for visually impaired players. Rogue level In addition to the above symbol sets, the following symbol sets are available for the Rogue level: RogueIBM RogueEpyx RogueWindows Of these, only RogueEpyx displays in color. RogueIBM and RogueWindows are in fact identical. The symbols file supports limiting a symbol set to the main dungeon, but no preconfigured symbol set is restricted this way. File format The symbols file is a plain text file and can be edited by the user. Blank lines are ignored. Comments begin with '#' and continue to the end of the line. Lines consist of either the keyword "finish" standing alone or a keyword, a colon or equals sign, and a value. Keywords are not case sensitive. A symbol set consists of: a single line with keyword "start" or "begin" and a value constituting the name of the symbol set a single line with keyword "handling" and a value of either "DEC" or "IBM"; the provided symbols file uses "MAC" for MACgraphics, but the source code does not recognize this value an optional single line with keyword "description" and a line to be displayed in the options menu, to describe the symbol set an optional single line with keyword "color" or "colour" and a value of any of "true", "yes", "on", "false", "no" or "off"; the default is to enable color in the main dungeon and disable it in the Rogue level an optional single line with keyword "restrictions" and a value of "primary" or "rogue"; the default is no restriction zero or more lines in which the keyword is a symbol name and the value is the character to be displayed; symbols for which no line is defined will be displayed as ASCII a single line with keyword "finish" and no value The character may be a single printable character other than backslash (which begins an escape), caret (which indicates a control character; you probably don't want this) or '#' (which begins a comment), or it may be an escape sequence. C-style escape sequences of the form '\123' are interpreted as octal, '\x45' as hex and '\d123' as decimal. '\Mx' gives a "meta" character, with the eighth bit set. Recognized symbol names are as follows: Default (ASCII) Name Description Walls, doors etc. - S_blcorn bottom left corner (of a room) - S_brcorn bottom right corner (of a room) - S_crwall wall - S_hwall horizontal wall - S_tdwall wall - S_tlcorn top left corner (of a room) | S_tlwall wall - S_trcorn top right corner (of a room) | S_trwall wall - S_tuwall wall | S_vwall vertical wall # S_corr corridor # S_litcorr lit corridor <space> S_stone dark part of a room or solid rock . S_ice ice . S_room floor of a room . S_ndoor doorway (with no or broken door) + S_hcdoor closed door (in horizontal wall) | S_hodoor open door (in horizontal wall) + S_vcdoor closed door (in vertical wall) - S_vodoor open door (in vertical wall) &gt; S_dnladder ladder down &gt; S_dnstair staircase down &lt; S_upladder ladder up &lt; S_upstair staircase up Dungeon features <space> S_air air _ S_altar altar # S_bars iron bars # S_cloud cloud { S_fountain fountain | S_grave grave # S_hcdbridge horizontal raised drawbridge . S_hodbridge horizontal lowered drawbridge # S_vcdbridge vertical raised drawbridge . S_vodbridge vertical lowered drawbridge } S_lava molten lava # S_poisoncloud poison cloud # S_sink sink \ S_throne opulent throne # S_tree tree } S_pool water } S_water water Traps ^ S_anti_magic_trap anti-magic field ^ S_arrow_trap arrow trap ^ S_bear_trap bear trap ^ S_dart_trap dart trap ^ S_falling_rock_trap falling rock trap ^ S_fire_trap fire trap ^ S_hole hole ^ S_land_mine land mine ^ S_level_teleporter level teleporter ^ S_magic_portal magic portal ^ S_magic_trap magic trap ^ S_pit pit ^ S_polymorph_trap polymorph trap ^ S_rolling_boulder_trap rolling boulder trap ^ S_rust_trap rust trap ^ S_sleeping_gas_trap sleeping gas trap ^ S_spiked_pit spiked pit ^ S_squeaky_board squeaky board ^ S_statue_trap statue trap ^ S_teleportation_trap teleportation trap ^ S_trap_door trap door ^ S_vibrating_square vibrating square " S_web web Items " S_amulet amulet [ S_armor or S_armour suit or piece of armor 0 S_ball iron ball + S_book spellbook ` S_boulder boulder _ S_chain iron chain $ S_coin pile of coins % S_food piece of food * S_gem gem or rock ! S_potion potion = S_ring ring ` S_rock boulder or statue ? S_scroll scroll ( S_tool (useful item (pick-axe, key, lamp...) / S_wand wand ) S_weapon weapon Monsters <space> S_ghost ghost A S_angel angelic being B S_bat bat or bird C S_centaur centaur D S_dragon dragon E S_elemental elemental F S_fungus fungus or mold G S_gnome gnome H S_giant giant humanoid J S_jabberwock jabberwock K S_kop Keystone Kop L S_lich lich M S_mummy mummy N S_naga naga O S_ogre ogre P S_pudding pudding or ooze Q S_quantmech quantum mechanic R S_rustmonst rust monster or disenchanter S S_snake snake T S_troll troll U S_umber umber hulk V S_vampire vampire W S_wraith wraith X S_xorn xorn Y S_yeti apelike creature Z S_zombie zombie a S_ant ant or other insect b S_blob blob c S_cockatrice cockatrice d S_dog dog or other canine e S_eye eye or sphere f S_feline cat or other feline g S_gremlin gremlin h S_humanoid humanoid i S_imp imp or minor demon j S_jelly jelly k S_kobold kobold l S_leprechaun leprechaun m S_mimic mimic ] S_mimic_def mimic n S_nymph nymph o S_orc orc p S_piercer piercer q S_quadruped quadruped r S_rodent rodent s S_spider arachnid or centipede t S_trapper trapper or lurker above u S_unicorn unicorn or horse v S_vortex vortex w S_worm worm ~ S_worm_tail long worm tail x S_xan xan or other mythical/fantastic insect y S_light light z S_zruty zruty &amp; S_demon major demon ' S_golem golem : S_lizard lizard ; S_eel sea monster @ S_human human or elf Effects ) S_boomleft boomerang open left S_boomright boomerang open right * S_digbeam dig beam / S_explode1 explosion top left - S_explode2 explosion top center \ S_explode3 explosion top right | S_explode4 explosion middle left S_explode5 explosion middle center | S_explode6 explosion middle right \ S_explode7 explosion bottom left - S_explode8 explosion bottom center / S_explode9 explosion bottom right ! S_flashbeam flash beam 0 S_ss1 magic shield 1 of 4 # S_ss2 magic shield 2 of 4 @ S_ss3 magic shield 3 of 4 * S_ss4 magic shield 4 of 4 - S_sw_bc swallow bottom center \ S_sw_bl swallow bottom left / S_sw_br swallow bottom right | S_sw_ml swallow middle left | S_sw_mr swallow middle right - S_sw_tc swallow top center / S_sw_tl swallow top left \ S_sw_tr swallow top right - S_hbeam horizontal beam | S_vbeam vertical beam / S_rslant diagonal beam (NE/SW) \ S_lslant diagonal beam (NW/SE) . S_venom splash of venom Example The following defines the traditional IBMgraphics symbol set: start: IBMgraphics Handling: IBM S_vwall: \xb3 # meta-3, vertical rule S_hwall: \xc4 # meta-D, horizontal rule S_tlcorn: \xda # meta-Z, top left corner S_trcorn: \xbf # meta-?, top right corner S_blcorn: \xc0 # meta-@, bottom left S_brcorn: \xd9 # meta-Y, bottom right S_crwall: \xc5 # meta-E, cross S_tuwall: \xc1 # meta-A, T up S_tdwall: \xc2 # meta-B, T down S_tlwall: \xb4 # meta-4, T left S_trwall: \xc3 # meta-C, T right S_ndoor: \xfa # meta-z, centered dot S_vodoor: \xfe # meta-~, small centered square S_hodoor: \xfe # meta-~, small centered square S_bars: \xf0 # equivalence symbol S_tree: \xf1 # plus or minus symbol S_room: \xfa # meta-z, centered dot S_corr: \xb0 # meta-0, light shading S_litcorr: \xb1 # meta-1, medium shading S_fountain: \xf4 # meta-t, integral top half S_pool: \xf7 # meta-w, approx. equals S_ice: \xfa # meta-z, centered dot S_lava: \xf7 # meta-w, approx. equals S_vodbridge: \xfa # meta-z, centered dot S_hodbridge: \xfa # meta-z, centered dot S_water: \xf7 # meta-w, approx. equals S_vbeam: \xb3 # meta-3, vertical rule S_hbeam: \xc4 # meta-D, horizontal rule S_sw_ml: \xb3 # meta-3, vertical rule S_sw_mr: \xb3 # meta-3, vertical rule S_explode4: \xb3 # meta-3, vertical rule S_explode6: \xb3 # meta-3, vertical rule finish Screenshots Main dungeon Here are four screenshots of the same scene, using the three IBMgraphics variants and also DECgraphics. With IBMgraphics Note that the floor symbol is centered with respect to the @ sign on the left. With IBMgraphics_2 The moat, the floor and the fountain are displayed with their ASCII symbols. The floor is an ASCII period, and displays low with respect to the @ sign on the left. With IBMgraphics_1 The doors are displayed with their ASCII symbols. With DECgraphics Rogue level Here are two screenshots of the same scene, using the two Rogue level symbol sets. With RogueIBM/RogueWindows With RogueEpyx 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. </space></space></space>
# Headstone Dungeon features &nbsp;&nbsp;Air _&nbsp;Altar #&nbsp;Corridor #&nbsp;Cloud #.&nbsp;Drawbridge +-|&nbsp;Door .&nbsp;Doorway {&nbsp;Fountain |&nbsp;Headstone .&nbsp;&nbsp;Floor &gt;&lt;&nbsp;Ladder .&nbsp;Ice #&nbsp;Iron&nbsp;bars }&nbsp;Lava }&nbsp;Moat #&nbsp;Sink &nbsp;&nbsp;Solid&nbsp;rock &gt;&lt;&nbsp;Staircase \&nbsp;Throne ^"&nbsp;Trap #&nbsp;Tree -&nbsp;|&nbsp;Wall ~&nbsp;Vibrating square Not to be confused with the ASCII tombstone that the game prints when a character dies. A headstone is a dungeon feature that appears in NetHack, represented by |. Random heastones can be encountered in the dungeon, and if your character character dies and leaves a corpse, a headstone is created with an inscription bearing the character's name and manner of death. Random headstones may also contain some treasure, but grave-robbing carries the risk of summoning an undead monster. Contents 1 Generation 1.1 Treasure 2 Description 2.1 Engraving 2.2 Inscriptions 3 UnNetHack 4 Internals 5 Encyclopedia entry 6 References Generation Headstones are generated in the following areas: in a graveyard, with a 20% chance per floor tile in a room in a filler level in the Dungeons of Doom, with a 180 - (2 * depth) chance per room in a bones file, on the spot where the previous player died - but only if they died on a regular floor tile Headstone squares will never contain traps. Treasure The single headstones generated in regular rooms generate with some treasure: 13 chance of a pile of gold being buried in the grave. Zero to four random items, which are always cursed, will be buried in the grave. 110 of these graves will have a bell on top, which is not necessarily cursed. The inscription on these always reads "Saved by the bell!" Headstones left in bones files do not contain treasure buried in the grave; instead, the dead player's possessions are piled on top of the grave. Description Headstones can be destroyed by either digging down on them or kicking them over from an adjacent square. Kicking a headstone will damage you and briefly injures your leg, regardless of whether the attempt was successful - it may take several attempts to successfully kick the headstone over. Digging always creates a pit on the square even if the source was something instantaneous, like a wand of digging, and will unearth any items buried under it at the bottom of the pit. Destroying a grave may result in an alignment penalty:[1] Samurai −1 if lawful, +1 if chaotic "You disturb the honorable dead!" Archeologist +3 if chaotic, −3 otherwise (±1 if kicked over) "You feel like a despicable grave-robber!" Other −1 if lawful and alignment record &gt; −10 "You have violated the sanctity of this grave!" Digging up a grave may produce its "owner", with four different possibilities for what generates:[2] 2⁄5 A very old corpse "You unearth a corpse." 1⁄5 A zombie "The grave's owner is very upset!" (if hallucinating: "Dude! The living dead!") 1⁄5 A mummy "You've disturbed a tomb!" (if hallucinating: "I want my mummy!") 1⁄5 Nothing "The grave seems unused. Strange...." If you attempt to pick up from a grave with no items on it, you will get a YAFM: "You don't need a gravestone. Yet." Engraving You cannot engrave on a grave with your finger. Engraving with a hard object generates a ghoul (once per grave&nbsp;– "You disturb the undead!") and abuses wisdom.[3] Elbereth is ignored on headstones; this is to prevent cheeky players from naming themselves Elbereth to leave behind a permanently warded square when they die. Inscriptions Player graves are inscribed with the cause of death. Randomly generated grave inscriptions include various epitaphs, randomly selected from a list in dat/epitaph.txt, which is much too long to present in its entirety here. NetHack 3.6.0 added some epitaphs from the custom epitaphs used on NAO. Saved by the bell. (There is also a bell on top of the grave.)[4][5] Go away! 1994-1995. The Longest-Lived Hacker Ever Be careful, or this could happen to you! Beetlejuice Beetlejuice Beetlejuice Beware of Electric Third Rail Caution! This grave contains toxic waste Here lies an Atheist, all dressed up and no place to go. (Thurmont, Maryland) Here lies Ezekiel, age 102. The good die young. (East Dalhousie, Nova Scotia) Here lies Johnny Yeast. Pardon me for not rising. (Ruidoso, New Mexico) Here lies my wife: Here let her lie! Now she's at rest and so am I. (John Dryden's epitaph for his wife) Here lies the body of Jonathan Blake. Stepped on the gas instead of the brake. (Uniontown, Pennsylvania) I made an ash of myself. (Julian Skaggs of West Virginia, who was cremated) Look out below! Made in Taiwan Note -- there are NO valuable items in this grave Og friend. Og good dude. Og died. Og now food (possibly a reference to Internet Oracle lore, or to Cavemen's ability to commit cannibalism without penalty) He always lied while on the earth and now he's lying in it Please don't dig me up. I'm perfectly happy down here. -- Resident Postman, please note forwarding address: Gehennom, Asmodeus's Fortress, fifth lemure on the left Mary had a little lamb/Its fleece was white as snow/When Mary was in trouble/The lamb was first to go Rest in peace Rest In Pieces R.I.P. Soon ripe. Soon rotten. Soon gone. But not forgotten. Soon you'll join this fellow in hell! -- the Wizard of Yendor Sum quod eris (Latin: "I am what you will be"—dead.) The Grave of the Unknown Hacker We weren't sure who this was, but we buried him here anyway Don't be daft, they couldn't hit an elephant at this dist- (Alleged last words of General John Sedgwick, killed at the Battle of Spotsylvania Court House, May 9, 1864; in fact he completed the sentence) Audi Partem Alteram (Latin: "Listen to the other side") Dulce et decorum est pro patria mori (Horace: "It is sweet and fitting to die for one's country"; quoted as "the old Lie" by Wilfred Owen in "Dulce et Decorum Est) Auri sacra fames (Latin: "Accursed hunger for gold") Auribus teneo lupum (Latin: "I hold a wolf by the ears", or a tiger by the tail) Obesa Cantavit (Latin: "The fat lady has sung") 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 following epitaphs will be added: I didn't mean it when I said 'Bite me' Curse god and die Dear wife of mine. Died of a broken heart, after I took it out of her. Check enclosed. Every day, in every way, I am getting better and better. Anything for a change. What are you doing over there? I TOLD you I was sick! Don't tread on me! Come Monday, I'll be all right. De'Ath Forget about the dog, Beware of my wife. I have all the time in the world And sometimes the bear eats you. UnNetHack UnNetHack includes a large number of new headstone messages, including the following: Apres moi, le deluge. ("After me, the flood"; attributed to Louis XV, also the motto of 617 Squadron, RAF "The Dam Busters"). This grave will always have a scroll of flood on top of it. It must be Thursday. I never could get the hang of Thursdays. If a man's deeds do not outlive him, of what value is a mark in stone? Nobody believed her when she said her feet were killing her. On the whole, I'd rather be in Minetown. Game over, man. Game over. Attempted suicide. Always attack a floating eye from behind! Killed by a black dragon -- This grave is empty. This was actually just a pit, but since there was a corpse, we filled it. Confusion will be my epitaph. The reports of my demise are completely accurate. Do not open until Christmas. Go away! I'm trying to take a nap in here! Bloody adventurers... Sparky -- he was a very good dog. Tu quoque, Brute? (Latin - "You too, Brutus?") At last... a nice long sleep. I'd rather be sailing. I'm gonna make it! R2D2 -- Rest, Tin Piece. Dulce et decorum est pro patria mori. (Latin - "It is sweet and honorable to die for your country"). Go Team Ant! Brains... Brains... Fresh human brains… ...for famous men have the whole earth as their memorial. NetHack 1987-2003? Et in Arcadia ego. (Latin - "And in Arcadia I am"). And they said it couldn't be done! Don't let this happen to you! SOLD. Wish you were here! Lookin' good, Medusa. Taking a year dead for tax reasons. ...but the blood has stopped pumping and I am left to decay… Applaud, my friends, the comedy is finished. Beware the ... It wasn't a fair fight. You should see the other guy. ...and they made me engrave my own headstone too! Are we all being disintegrated, or is it just me? I'll be back! Don't forget to stop and smell the roses. VACANCY. Take my stuff, I don't need it anymore. Beware of Discordians bearing answers. Hodie mihi, cras tibi. (Latin - Today me, tomorrow for you). I took both pills! American Democracy 1776-2016. Burninated. And so it ends? Hack 1984-1985. Adventure, hah! Excitement, hah! I was killed by <illegible scrawl=""> SLASH'EM 1997-2006. (This space for sale) This way to the crypt. Out to Lunch. All's well that end well Algernon <expletive deleted=""> Here lies a programmer. Killed by a fatal error. He farmed his way here One corpse, sans head Forget Disney World, I'm going to Hell! I will survive! SporkHack 2007-2010 For sale: One soul, slightly used. Asking for 3 wishes. Res omnia mea culpa est Basil, assaulted by bears Not again! On one of the variations of the top level of the Ruins of Moria, there will be a grave with the message (Balin, Son of Fundin, Lord of Moria). Internals make_grave generates a headstone with a (random or given) epitaph. Graveyards and bones files call this function directly. mkgrave may generate treasure and the "saved by the bell" grave. Randomly generated headstones call this function. Encyclopedia entry "Who'd care to dig 'em," said the old, old man, "Those six feet marked in chalk? Much I talk, more I walk; Time I were buried," said the old, old man. [ Three Songs to the Same Tune, by W.B. Yeats ] References ↑ src/dig.c in NetHack 3.6.0, line 900 ↑ src/dig.c in NetHack 3.6.0, line 913 ↑ src/engrave.c in NetHack 3.6.0, line 570 ↑ src/mklev.c in NetHack 3.6.0, line 1497 ↑ src/mklev.c in NetHack 3.6.0, line 1513 </expletive></illegible>
# Barbarian Wikipedia has an article about: Barbarian Barbarians are strong melee fighters who start the game with poison resistance. Because barbarians can fight their way through situations that would kill other players, and because they need not worry about poison, they are one of the easier roles for a new player. When a barbarian starts the game with a dog, the dog is always named Idefix, assuming naming options are unchanged. The barbarian's attack messages replace most instances of "hit" with "smite" (e.g. "You smite the goblin!"), but this is flavor text with no gameplay effect. Barbarians can be either neutral or chaotic, and can be either humans or orcs. Their first sacrifice gift is Cleaver. According to the guidebook: Barbarians are warriors out of the hinterland, hardened to battle. They begin their quests with naught but uncommon strength, a trusty hauberk, and a great two-handed sword. Contents 1 Starting inventory 2 Intrinsics 3 Skills 4 Strategy 4.1 Character creation 4.2 Early game 4.2.1 Weapons 4.2.2 Armor 4.2.3 General 4.3 Mid game 4.3.1 Objectives 4.4 Late game 4.4.1 Weapons 4.4.2 Spellcasting 4.4.3 General 5 Rank titles 6 Variants 6.1 SLASH'EM 6.2 UnNetHack 6.3 dNethack 6.4 SpliceHack 7 Encyclopedia entry 8 References Starting inventory Each barbarian starts with the following:[1][2] Either of these cases (50% chance each): a +0 two-handed sword and a +0 axe a +0 battle-axe and a +0 short sword (orcish short sword for orcs) a +0 ring mail (orcish ring mail for orcs) a food ration (with the usual 1⁄6 chance of getting a stack of 2) if an orc, two more random food-class items (each of which also may be a stack of 2) an oil lamp (1⁄6 chance)[3] Intrinsics Barbarians gain intrinsics at these experience levels:[4] Level 1: poison resistance Level 7: speed Level 15: stealth Skills Barbarian skills Max Skills Basic Weapons: dagger, saber, flail, quarterstaff, bow Combat: two weapon combat, riding Spells: attack, escape Skilled Weapons: pick-axe, broadsword, long sword, scimitar, club, mace, morning star, spear, trident Expert Weapons: axe, short sword, two-handed sword, hammer Master Combat: bare hands Barbarians start with Basic skill in Axe, Bare hands, and the skill for their sword (short or two-handed). Strategy Character creation Being an orc is of little benefit to a Barbarian: their poison resistance is redundant, and safe cannibalism doesn't factor in much since orcish corpses are far more common than human ones in the early game - this does become a factor for early sacrifices, since it allows them to convert altars and raise Luck much easier than their human counterpart. However, late-game orcs are also held back by their inability to exceed 18/50 strength without gauntlets of power. The human lack of infravision is less of an issue than with other roles, since Barbarians have relatively less access to ranged weapons, and almost no Barbarian will opt for spellcasting so early on (if at all). However, if you do wish to develop a ranged attack, orcish Barbarians may have the best option due to their +1 multishot bonus from using an orcish bow and orcish arrows. Chaotic characters can decrease prayer timeout more quickly through sacrifice, have a more merciful mysterious force, and can commit murder without major penalties if necessary. Outside of the guaranteed sacrifice gift, neutral Barbarians arguably have access to somewhat better artifacts. Early game Weapons Most Barbarians should seek out Cleaver, an artifact battle-axe and their first sacrifice gift, as soon as possible. Cleaver's ability to slice through multiple foes as of 3.6.1 will provide a well-needed early boon for dealing with early groups, such as giant ants and hill orc hordes. Until Cleaver is obtained, you should use the starting two-handed sword or battle-axe. Armor The starting ring mail should be replaced with any other metal armor, preferably an an elven or dwarvish mithril-coat. The barbarian's combat capabilities make the Gnomish Mines a viable choice to visit early, as they are likely to come across dwarven armor to pet test. General While barbarians overall should have no trouble dishing out damage, players should be wary not to lean too much on their health and armor to carry them through every fight. The intrinsic poison resistance that barbarians start with widens the list of edible corpses that can be eaten in lieu of permafood. Orcish barbarians find the poison resistance redundant, but will appreciate the additional lack of penalties for cannibalism, and infravision for the Gnomish Mines. For chaotics, orcish barbarians will also have an easier time converting early altars than their human counterparts due to the earlier presence of same-race monsters. Human barbarians can still make use of werecreature corpses or human corpses dropped by zombies or mummies. Mid game Objectives The barbarian quest is not especially difficult, though there are some significant wrinkles. While the monster generation is biased towards ogres, it may also contain a very large number of trolls, which can be the biggest hazard for an underleveled or under-prepared barbarian. If enough trolls are present, they can form an almost perpetual swarm around the player as they rise from the dead faster than they can be permanently disposed of. A tinning kit can be extremely helpful in this situation, as can a wielded footrice corpse; a corpse-eating pet is another option. As a last resort, you can lure one or two trolls at a time from Thoth Amon's lair to the previous level and dispatch them there. This gets the trolls off your back and eventually leaves you free to kill all the ogres and Thoth Amon. There is also the notable lack of incentive presented by the quest artifact: The Heart of Ahriman, infamously regarded as one of the most useless quest artifacts. Its base item is a luckstone, but another luckstone is guaranteed at Mines' End; it provides stealth for a class that obtains the intrinsic at XL 15 (one level after the quest even becomes an option). Barbarians can #invoke it for levitation, but this particularly quirky method is only slightly preferable to the potion of levitation, and much less desirable than that provided by other means, such as a ring of levitation - however, it does let you levitate a non-flying steed while riding it. Trolls and ogres are eligible for high level offensive items, such as the wand of lightning or the wand of death. Careful players will want to postpone the quest until after obtaining magic resistance or reflection. Since the Bell of Opening is required for the Invocation, a player may be inclined to leave the quest until later on and retrieve the Bell once they are otherwise ready to perform it; on the other hand, the Bell is also a viable alternative if they are lacking a silver weapon, such as a silver spear or silver saber, for the shades in Orcus-town. Late game Weapons Cleaver becomes a risky weapon to carry into the lowest floors and beyond, since if it becomes cursed, it will leave you with no hands free to get it uncursed. Prayer is a workable strategy in the upper dungeon, but this is no longer available in Gehennom, and the pace of the endgame is too hectic to rely on being able to pray. Genociding liches and keeping Cleaver blessed will greatly reduce the danger of it becoming cursed. A solution is to sacrifice for more gifts until you receive a good artifact weapon such as Frost Brand, Stormbringer, or Vorpal Blade and twoweapon it with a silver spear or silver saber. Spellcasting Barbarians have the highest spellcasting penalty in the game. Without a robe, it is impossible for them to cast any spell other than their special spell, haste self, at lower than 66% fail (67% without helm of brilliance). Even haste self will cap at 30% fail (31% without helm of brilliance, 34% if Escape is left at Unskilled). Spellcasting is essentially out of the question until the Barbarian can manage to find a robe, but once they locate one they might be able to make use of some low level non-combat spells. General Neutral barbarians who are not averse to wishing for quest artifacts may find The Orb of Fate a worthwhile use of a wish. The Orb provides valuable enhancements to a combat-reliant character, confering half physical damage and half spell damage, as well as doing a number of other useful things. It is, in short, everything that the Heart of Ahriman isn't (including very heavy—a significant downside factor). Chaotic barbarians, on the other hand, would likely prefer The Master Key of Thievery due to its half physical damage and other effects, though it unfortunately does not offer the half spell damage that the Orb does. Rank titles The status line shows you to be one of the following ranks when you reach the specified experience level: XL 1–2: Plunderer/Plunderess XL 3–5: Pillager XL 6–9: Bandit XL 10–13: Brigand XL 14–17: Raider XL 18–21: Reaver XL 22–25: Slayer XL 26–29: Chieftain/Chieftainess XL 30: Conqueror/Conqueress Variants SLASH'EM Barbarians can expect to be overcharged in SLASH'EM's shops, by a factor of 3. This, combined with barbarians' low charisma, makes many items (in particular the now 1000zm base-cost magic lamp) nigh-unaffordable, forcing barbarians to resort to other means, such as their second sacrifice gift (see below). In addition to Cleaver, barbarians get Deathsword as their second sacrifice gift; it is a chaotic two-handed sword with +5 to hit and +14 to damage against humans. This can be useful for murdering shopkeepers and aligned priests, it can also be useful against werecreatures and for cleaning out barracks. Other significant targets are Thoth Amon, the Wizard of Yendor, and the high priest of Moloch as well as his attendant aligned priests. Since it is such a specialty weapon, you won't likely want to waste any skill points on two-handed sword. Unfortunately, the fact is that barbarians' first two guaranteed sacrifice gifts both become outclassed by SLASH'EM's mid-game, and approach obsolescence by its endgame. A barbarian can either expect to have more of a challenge fighting monsters, to do a lot of sacrificing, to spend a wish or two, or to be crowned to get Stormbringer or Vorpal Blade, which are both respectable weapons in SLASH'EM—Vorpal Blade has had its chance of beheading doubled to 10%. It goes without saying that many spoiled chaotic barbarians will try for the infamous Bat from Hell, but the old favorites from vanilla remain good choices. Spears are much more common in SLASH'EM, making them a more viable distance weapon if you don't mind the weight, which barbarians should be able to carry. A droven barbarian is an easy race-role combination for SLASH'EM players. At the start of the game, a droven barbarian should immediately unwield the weapon (w-) and fight bare-handed. This gains access to the drow's very useful melee sleep attack, an immense help for the difficult melee environment at the start of SLASH'EM. The ability to repeatedly put your opponent to sleep should compensate for bare hands doing less damage than good weapons! To train your axe skill, wield your axe or battle-axe against monsters with sleep resistance. Eventually, you will be fighting primarily with Cleaver, alternating to bare-handed only when you need it. Drow cannot two-weapon, but fighting bare-handed should more than offset that. UnNetHack In UnNetHack, the Heart of Ahriman gives its owner displacement instead of stealth. Considering that Barbarians acquire intrinsic stealth at level 15, this makes the Heart a more desirable acquisition. In addition to Human and Orc, UnNetHack also offers Vampire as a starting race for Barbarians. dNethack The Heart of Ahriman now grants MR, reflection, half-spell damage, drain resistance, fire resistance and poison resistance while carried, and #invokes for blessed remove curse. This makes uncursing your weapon a tad easier, so barbarians can possibly wield Cleaver late in the game. SpliceHack The starting weapon sets for Barbarians in SpliceHack are one of: +0 battle-axe and +0 short sword +0 falchion and +0 scimitar The falchion is a two-handed scimitar. SpliceHack Barbarians can reach expert skill in scimitar. SpliceHack Barbarians also have access to the blood rage skill, which boosts damage when the player has low health. Encyclopedia entry They dressed alike -- in buckskin boots, leathern breeks and deerskin shirts, with broad girdles that held axes and short swords; and they were all gaunt and scarred and hard-eyed; sinewy and taciturn. They were wild men, of a sort, yet there was still a wide gulf between them and the Cimmerian. They were sons of civilization, reverted to a semi-barbarism. He was a barbarian of a thousand generations of barbarians. They had acquired stealth and craft, but he had been born to these things. He excelled them even in lithe economy of motion. They were wolves, but he was a tiger. [ Conan - The Warrior, by Robert E. Howard ] References ↑ u_init.c in NetHack 3.6.0, line 40 ↑ u_init.c in NetHack 3.6.0, line 673 ↑ u_init.c in NetHack 3.6.0, line 679 ↑ attrib.c in NetHack 3.6.0, line 27 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/dNethack Devil Lords Contents 1 Upper Hell 1.1 Bael 1.2 Dispater 1.3 Mammon 1.4 Fierna and Belial 1.5 Chromatic Dragon 2 Lower Hell 2.1 Leviathan/Levistus 2.2 The Court of Lilith 2.3 Baalzebub 2.4 Mephistopheles and Baalphegor 3 Ninth Hell 3.1 Glasya 3.2 Daemon 3.3 Asmodeus 3.3.1 Bribing Asmodeus 3.3.2 Fighting Asmodeus 3.3.2.1 Surviving 3.3.2.2 Dealing Damage Upper Hell Bael &amp; Secret room in the center of Avernus fortress (optional) Base level = 45. Difficulty = 53. AC = -13. DR = 21. MR = 54. Alignment 18. Fast (14). Special generation, unique. Resists fire, poison, petrification. Weak to holy, silver. Leaves no corpse. Weight = 3000. Nutrition = 500. Movement: flies. Thinking: usually hostile, likes equipment, wants the amulet. Body: poisonous to eat, always male, strong, infravisible, humanoid. Vision: see invisible, extramission. Mechanics: invalid polymorph form, untamable, nasty, lord, stalks you. Attacks: 9d1 weapon - physical; 9d1 weapon - physical; 7d9 head butt - elemental fire; 9d1 bite - poison; 1d9 targeted gaze - studies you, making you vulnerable; Bael is a melee specialist, and can be threatening to even an ascension-ready character. His artifact two-handed sword, Genocide, deals a bonus d9 fire damage, and also deals 4d4 fire damage to all others of that creature on the floor. In addition to his listed attacks, he occasionally uses entirely different attack chains. The first includes a disintegration attack, which disenchants and evaporates your armor. The second is to hit you with every weapon he carries, which are enchanted to damage your worn armor. Crimson scales cover this large fiend, from its bestile head to its clawed toes. From its back spread great batlike wings. Foul green venom drips from its teeth, sending up streams of smoke wherever it falls. Cinched around its waist is a belt of a dozen shrieking angel heads, their necks neatly severed by the massive flaming sword the creature holds in his clawed fist. [ Tyrants of the Nine Hells, by Robin Laws and Robert Schwalb ] Why there must be consorts, I do not know. But I understand. My love says that there must be balance in a layer between anima and animus. Even the writhing Zariel has a consort, her warrior Bel. My daughters, he told us. And my son, my Bel. You shall be my eyes, ears, and tongue among the nine. Where they plot and scheme, you shall remain loyal to me. I don’t know that I believe him, for he is the Father of Lies. [ Rip Van Wormer ] Dispater &amp; Throne in the center of the citadel in dis (forced) Base level = 78. Difficulty = 43. AC = -22. DR = 18. MR = 80. Alignment 15. Fast (15). Special generation, unique. Resists fire, poison, petrification. Weak to holy, silver. Leaves no corpse. Weight = 1500. Nutrition = 500. Movement: moves normally. Thinking: usually hostile, likes equipment, wants the amulet. Body: poisonous to eat, always male, strong, infravisible, humanoid. Vision: see invisible, extramission. Mechanics: invalid polymorph form, untamable, nasty, lord, stalks you. Race: demon. Attacks: 9d1 weapon - physical; 9d2 touch - corrodes armor; 1d9 uses magic spell(s) - random magic spell; passive - rusts armour; Dispater is a dangerous spellcaster, favoring the curse items and turn to stone monster spells. His fondness for turn to stone means that he should not be confronted without several lizard corpses in open inventory, as once the character begins to stiffen they have only a few turns to eat a lizard corpse before becoming a statue. Free action helps, as it gives you 3 more turns to counteract the stoning. His artifact weapon, the Rod of Dis, adds 1d8 damage to his attacks and stuns player characters. Characters can use it to tame nearby enemies and to knock enemies back in melee. The Roman ruler of the underworld and fortune, similar to the Greek Hades. Every hundred years, the Ludi Tarentini were celebrated in his honor. The Gauls regarded Dis Pater as their ancestor. The name is a contraction of the Latin Dives, "the wealthy", Dives Pater, "the wealthy father", or "Fater Wealth". It refers to the wealth of precious stone below the earth. [ Encyclopedia Mythica, ed. M.F. Lindemans ] Dispater is an arch-devil who rules the city of Dis. He is a powerful mage. This dark-haired figure stands just over seven feet tall. He could pass for human if it weren't for the small horns protruding from his brow and his glowing red eyes. Dressed in regal finery, he carries a long rod capped with a macelike head. [ Tyrants of the Nine Hells, by Robin Laws and Robert Schwalb ] Mammon &amp; Throne room of the palace of Minauros (optional) Base level = 60. Difficulty = 35. AC = -16. DR = 16. MR = 75. Alignment 15. Normal speed (12). Special generation, unique. Resists fire, poison, petrification. Weak to holy, silver. Leaves no corpse. Weight = 3000. Nutrition = 500. Movement: swims. Thinking: usually hostile, likes equipment, wants the amulet. Body: slithy, poisonous to eat, always male, strong, infravisible, human-serpent. Vision: see invisible, extramission. Mechanics: invalid polymorph form, untamable, nasty, lord, stalks you. Race: demon. Attacks: 4d9 weapon - physical; 3d4 claw - steals gold; 3d4 claw - steals gold; 9d1 crushing bearhug - crushes and drowns; 3d9 breath - turns victim to gold; Mammon's wrap attack does present a drowning danger if he uses it while over the swamps of Minauros. Furthermore, he possesses a unique breath attack that can turn your inventory golden and petrify you, turning you into a golden statue (this can be cured by the normal means). His artifact short sword, Avarice, deals 2x damage and steals random items from the target. The Viscount bowed low again as he accepted the silver piece. He beamed another huge smile at the Lord Minister and turned to leave. Almost as an afterthought, he turned back. “Tell me truly, Lord Minister. Will this gold you have gathered go to the one you serve?” The old man glared at the impertinence of the question, then seemed to think the better of it. “Yes, Viscount. It will go to His work. The aspects of His work which I see fit to place it towards.” The Viscount beamed and bowed yet again. “One more indulgence, Gracious Father of Salvation. Could you read to me a page from your Holy Writ? I have always had a passion for hearing it spoken aloud. Any passage will do…” Almost snarling, the Lord Minister yanked the book from its chain and angrily opened it, tearing several pages in the process. “No man can serve two masters. Either he will hate the one and love the other, or he will be enslaved to one and betray the other. One cannot serve both God and Mammon.” As the Lord Minister concluded the passage, the sound of a thousand golden coins falling to the ground resounded throughout the temple. The Viscount's smile, now framed by a red moustache and forked beard, became ugly as his teeth lengthened into golden fangs. [ Dicefreaks: The Gates of Hell ] This massive fiend has the lower body of a brown-spotted serpent and the upper body of a muscular humanoid with two large arms. The creature's bestial head is terrifically monstrous, with a black-lipped maw filled with pointed teeth and a pair of serpent's fangs. His eyes are pale white, without irises or pupils, yet he seems to see perfectly. [ Tyrants of the Nine Hells, by Robin Laws and Robert Schwalb ] Fierna and Belial Fierna &amp; Base level = 25. Difficulty = 34. AC = -14. DR = 4. MR = 94. Alignment 14. Very fast (20). Special generation, unique. Resists fire, poison. Weak to holy, silver. Leaves no corpse. Weight = 1450. Nutrition = 500. Movement: moves normally. Thinking: usually hostile, likes equipment, wants the amulet. Body: poisonous to eat, always female, infravisible, humanoid. Vision: see invisible, extramission. Mechanics: invalid polymorph form, nasty, lord, stalks you. Race: demon. Attacks: 4d2 claw - seduces &amp; steals multiple items; 4d9 spiritual blade - elemental fire; 4d8 offhand weapon - physical + 3d7 elemental fire; 10d3 breath - fire; 0d4 passive - fire; Belial &amp; Base level = 64. Difficulty = 36. AC = -20. DR = 14. MR = 44. Alignment 17. Fast (14). Special generation, unique. Resists fire, poison, petrification. Weak to holy, silver. Leaves no corpse. Weight = 1450. Nutrition = 500. Movement: moves normally. Thinking: usually hostile, likes equipment, wants the amulet. Body: poisonous to eat, always male, strong, infravisible, humanoid. Vision: see invisible, extramission. Mechanics: invalid polymorph form, untamable, nasty, lord, stalks you. Race: demon. Attacks: 7d2 touch - seduces; 7d2 weapon - physical; 7d2 weapon - physical; 0d3 uses magic spell(s) - random clerical spell; Fierna's damage output can be largely negated via fire resistance; however, her most dangerous ability is her high speed item theft rather than her raw damage. Belial presents different threats depending on the character's gender. Against female targets, he opens with an incubus-style extended seduction attack. The check is intelligence and charisma based, however, even characters with maximum int and cha have only about a 1/4 - 1/3 chance to come out ahead in this check, and characters can end up taking heavy damage during the seduction attempt even when they succeed on the check. Belial directs his considerable physical and magical combat abilities against male and genderless targets, as well as against females who resist his advances. His artifact weapon, the Fire of Heaven, is a 2x fire damage fire and lightning blasting silvered trident. These two humanlike figures are tall, dark, and sensual. They have a pair of small horns jutting from their brows. Their red eyes smolder with the promise of physical pleasure, and the fine clothing that clings to their bodies completes the debaunched image. [ Tyrants of the Nine Hells, by Robin Laws and Robert Schwalb ] Chromatic Dragon In non-caveman games there's a chance for the Chromatic Dragon's lair to appear as the upper hell. Killing her drops the Chromatic Dragon Scales. Lower Hell Leviathan/Levistus creature in the ice &amp; On top of the downstairs, Tantlin harbor (forced) *Icy explosion 81. Immobile Leviathan &amp; Creature in the ice, Tantlin harbor (optional) *2x Claw 4d9. Lethe engulf 1d9, sleep breath 1d9. Slow (speed 9) Levistus File:Levistus.png &amp; Creature in the ice, Tantlin harbor (optional) *2x weapon +9, mage spells, steal item. Fast (speed 18) Destroying the creature in the ice frees either Leviathan or Levistus in an icy blast. While the creature is sitting on downstair, it isn't required to actually destroy it to move on (try teleportation magic). Leviathan's physical attacks aren't threatening, however, his intelligence-draining, amnesia inducing engulf attack can be terrifying. Engulfed characters can free themselves by zapping a wand of digging. Leviathan's artifact, the Diadem of Amnesia, is one of the few that is of little use to its owner, being a dunce cap that can be invoked to toggle conflict. Levistus is a dangerous melee fighter and spell caster that can steal your items. His weapon, the Shadowlock, is a powerful cold-damage dealing artifact rapier that ignores equipped armor, but also deals damage to the wielder every hit. Phaeton felt a rushing then, as if he were being pulled quickly through many waters. After a time he realized that he did indeed feel wet – soaking wet – but the blackness here was absolute, and the pressure on him immense. Something swam by him, and the elf recognized the creature again, grown somehow into immensity, and glowing eerily. It peered at him and spoke in his mind; the foundations of his sanity trembled. Somehow Phaeton could perceive that this was just an image, a shadow of something far greater; he saw in his mind's eye a creature encased in ice, frozen and unable to touch the world. Here you will forget. The creature seemed to swim lazily about him. But there is something you must yet do. What? Phaeton thought back. Don’t you remember? A strange sensation burned in the elf’s lungs, and recognition dawned. Oh, yes, he thought. I must breathe. [ Dicefreaks: The Gates of Hell ] The Court of Lilith Verier &amp; Malbolge Throne Room (optional) *Headbutt 9+stun, claw 9+paralysis, bite 9+disease, mage spells, hellblood. Very slow (speed 3) Daughter Lilith &amp; Malbolge Throne Room (optional) *2x weapon +6, steal item. Speed 14. Mother Lilith &amp; Malbolge Throne Room (optional) *Seduction, kick 8d2, touch sleep 1d3, weapon +9, poisonous spittle. Speed 13. Crone Lilith &amp; Malbolge Throne Room (optional) *2x weapon +9, sleep breath 9, life draining touch 9, custom spell list. Normal speed (Speed 12). Verier's melee attacks are low damage, but potentially dangerous due to the sheer variety of status ailments he can inflict. Fortunately, Verier lacks teleportation, which coupled with his slow speed makes him easy to avoid. However, hurting Verier will cause demons to spawn, and killing it will cause a horde of demons to spawn. As to the triune devil herself, each of her aspects presents its own threat. Daughter Lilith's artifact weapon, Thunder's Voice, is electrical in nature, which when combined with her theft attack can deprive the character of critical resources. Mother Lilith is most dangerous against male characters, against whom she employs a succubus-style extended seduction attack. The check is intelligence and charisma based, however, even characters with maximum int and cha have only about a 1/4 - 1/3 chance to come out ahead in this check, and characters can end up taking heavy damage during the seduction attempt even when they succeed on the check. Against female and genderless characters, as well as male characters that resist her advances, Mother Lilith employs a variety of physical attacks, including her artifact weapon, the permanently poisoned athame, Serpent's Tooth. Finally, Crone Lilith specializes in the curse items, weaken stats, death touch, and heal self monster spells, backing this magical might up with her life draining touch and silvered unicorn horn, Unblemished Soul. Even in the light, the girl was difficult to see. Her long, glossy black hair concealed most of her pale face, and her dark clothing seemed to draw on shadows. Her amber eyes, somehow serpentine, reflected in the light. Yet there was something familiar about her… Somehow, he knew her to be cause of this madness. [ Dicefreaks: The Gates of Hell ] Lilith was crafted by the Lords of Baator to haunt Prime Material deserts, stealing children, corrupting men, and recruiting witches to their cause. Thought to be older than humanity, Lilith fulfilled her role across the ages until it was feared she might become a goddess. To prevent this from happening, she was bound to Count Moloch, who became the Horned King to her Great Goddess. She viewed him with hatred, and thought fondly of the kiss of the desert wind and her throngs of adoring consorts and covens. During the last Great Upheaval, while Beelzebub and his camp were busy with the war, she made her move. She whispered to her lover that his greatest opportunities lay with supporting the Lord of the Flies. Asmodeus cast him down, and made his consort ruler in his place. Moloch was sent away in disgrace, but Lilith was still unsatisfied. She knew Asmodeus was watching her progress and feared that he had allowed her to retain the sixth layer of Baator only because she was being groomed to be his bride. Knowing well what had happened to Bensozia, Asmodeus' previous choice, she maneuvered to prevent this from happening. Secretly, she corrupted certain officials in Malsheem and managed to smuggle out a small quantity of the essence of Asmodeus and Benzozia to the yugoloths, with Glasya the result. She hoped that a daughter would satisfy whatever schemes Asmodus had in mind, and as a result he considers Lilith to be the princess' honorary mother. [ Rip Van Wormer ] It seems as if Euryale has always dwelt in the Hells. Beelzebub named his present city (Malegard) after her in ancient times, when she was the mistress of discipline there. She customarily takes the form of an old arthritic-looking hag with the strength of a titan and serpentine hair. In various forms she visits the copper citidels of her plane; if the inhabitants do not respond appropriately the burg is destroyed in a vast inferno and servants are dispatched to build another. Euryale is the third ruler of Malebolge. Euryale replaced Moloch, who in turn replaced Count Beherit, who was destroyed by the Dark Lord for disobeying restrictions on the elevation of devils. Lilith and Tartach convinced her to stage a coup during the mad cycles of the last Reckoning, and as a result she is no longer considered a subordinate of Baalzebul. [ Rip Van Wormer ] Baalzebub &amp; Maladomini palace (forced) *weapon + 7d2, poisoned bite 7d2, stunning gaze 2d7. Speed 12. Baalzebub uses his stunning gaze to disorient foes before hacking them up in melee. His artifact weapon is the Wrath of Heaven, 2x electrical damage electricity and fire blasting silvered long sword. He also holds the All-seeing Eye of the Fly, an artifact helm of telepathy. Mephistopheles and Baalphegor Mephistopheles &amp; Mephistar Throne Room (optional) *Weapon +9, headbutt 9+stun, fire magic +8d8, explodes on death for 88 fire damage. Slow (Speed 8). Baalphegor &amp; Mephistar Throne Room (optional) *2x weapon +8, Cold magic +8d8, Cold explosion on death 108. Slow (Speed 8) Baalphegor and Mephistopheles are a tag team of fire and ice, able to quickly kill characters who lack one or both of those resistances. Mephisto's artifact is Cold Soul, a fire, ice, and electricity blasting ranseur. Baalphegor wields the Sceptre of the Frozen Floor of Hell, a cold elemental 2x damage cold blasting iron bar. They can be bribed. mephistopheles This diabolical fiend has crimson skin, massive red leathery wings, curling horns, white eyes, and long, straight black hair. Swathed in a flowing black cape, he is the vision of evil. [ Tyrants of the Nine Hells, by Robin Laws and Robert Schwalb ] Ancient Baalphegor, canny and inventive, here since the beginning. [ Rip Van Wormer ] Baalphegor is a dignified she-devil with cinnamon-colored skin, red eyes and hair, as well as bat wings. She appears young and carefree but when angered, her eyes glow with flames and her usually musical voice becomes very harsh. She is only five and a half feet in height. Baalphegor is said to have been around since the creation of Baator itself. She's a very skilled diplomat and tactician, and an unmatched sorceress. She has created many artifacts and techniques used throughout the Nine Hells. In addition to her status, this fact granted her a deep respect from almost everyone in Baator, even from Asmodeus, who appreciates her to the point of letting her live with her ever-scheming consort. Knowing all too well her master's position, Baalphegor keeps her goals to herself, acting with a minimal degree of loyalty to the Lord of the Eighth. Mephistopheles tolerates this due to the protection given by his consort's presence. [ GreyWiki ] Ninth Hell Glasya i Random perimeter room (forced in 1/5 of games) *2x weap +1d4, intrinsic stealing claw 1d4, poisoned sting 2d4, electric gaze 2d4, acid blood 9d6. Fast (speed 18). Glasya is fast, but she does not teleport to meet you, making her far easier to deal with. Unless the character has acid resistance, she should be killed with ranged attacks. Glasya's artifact weapon is Caress, a bullwhip that adds an additional 1d20 electric damage to her attacks. Adorned in priceless jewelry, silks, and other finery, this humanlike creature is the vision of beauty -- though her copper skin, batlike wings, forked tail, and pointed horns betray her true nature. [ Tyrants of the Nine Hells, by Robin Laws and Robert Schwalb ] Daemon @ Random perimeter room (forced in 1/5 of games). *2x weapon +1d8, life draining touch 4d6, cold touch 6d6, mage spells, fire aura 9d9. Slow (speed 9) Combining the traits of a death knight and an arch lich, Daemon is far more dangerous than his sister. Thankfully, he still does not teleport to meet the character. Like his sister, then, he is best killed at range. He wields the Iconoclast, a silver saber that deals an additional 1d99 damage against human, dwarves and elves. He'll wrap you in his arms, tell you that you've been a good boy He'll rekindle all those dreams it took you a lifetime to destroy He'll reach deep into the hole, heal your shrinking soul ... They're whispering his name 'cross this disappearing land But hidden in his coat is a red right hand ... You're one microscopic cog in his catastrophic plan, designed and directed by his red right hand [ Red Right Hand, by Nick Cave and the Bad Seeds ] Asmodeus &amp; Central room (forced in 1/5 of games) *2x weapon +9, custom spell list, fire magic +9d9, cold magic +9d9, hellblood Asmodeus is probably the second or third most powerful creature in dnethack, and is certainly the most powerful creature that the character may be forced to confront. As such, when exploring Nessus it is best to check all the perimeter rooms for the true downstairs before checking the center room. Bribing Asmodeus If the perimeter check reveals that the true downstairs must be in the center room, the safest course of action is to just bribe Asmodeus to leave you alone. Be warned that demon lords in dnethack will demand a bribe of at least 9000 gold, and may demand between 9000 and 9999 gold no matter how much gold you have in your main inventory. Fighting Asmodeus Surviving The character must be immune to both fire and cold in order to survive even a few rounds while fighting Asmodeus (keep in mind that, because intrinsics gained from eating corpses now time out, this is considerably less of a given in dnethack than it is in vanilla). Assuming that the character can survive his fire and ice magic, the next challenge is surviving his other attacks long enough to do damage. The character should immediately burn a pentagram ward, which cuts his effective damage down to 1/9th of its full value. Spell list: Cure Self: +10d8 HP Open Wounds Acid Rain: Boils potions, wets inventory, corrodes armor and weapons Lightning Strike: Blows up wands and rings Fire Pillar: Boils potions and burns scrolls. Also burns scrolls on the ground. Geyser: Physical damage, wets inventory Summon Monsters: Can be very troublesome if the character is standing on a pentagram ward (which is ineffective against the majority of summoned monsters. Fire Pillar counters attempts to drop a scroll of scare monster to reinforce the pentagram). Paralyze Death Touch Dealing Damage Asmodeus has a listed AC of -99. Each time he is attacked, a number between -9 and -99 is chosen as his current AC. Asmodeus is therefore quite difficult to hit, with between 2/3 and 1/2 of attacks missing him completely. The character will therefore need as high a to-hit modifier as possible in order to efficiently deal damage. Note the presence of Cure Self on Asmodeus's spell list. In order to do lasting damage to the Lord of the Nine, the character must do more than 10d8 damage for every 9 turns, on average. As Asmodeus takes more and more damage, stronger demon types begin to form from his shed blood, starting with manes and working up to Pit Fiends. If the character is standing on a burned pentagram ward, these are not an immediate threat, though the spell casting pit fiends can be troublesome.
# Brown pudding P brown pudding Difficulty 6 Attacks Bite decays organic items P brown pudding Difficulty 6 Attacks Bite decays organic items Base level 5 Base experience 56 Speed 3 Base AC 8 Base MR 0 Alignment 0 (neutral) Frequency (by normal means) 1 (Very rare) Genocidable Yes Weight 500 Nutritional value 250 Size Medium Resistances cold, shock, poison, acid, petrification Resistances conveyed cold (7%), shock (7%), poison (7%) A brown pudding: can flow under doors. does not breathe. has no eyes. has no limbs. has no head. is mindless. is acidic to eat. is omnivorous. is neither male nor female. is normally generated hostile. never leaves a corpse. Reference monst.c#line1829 A brown pudding, P, is an amoeboid monster that appears in NetHack. Its bite deals no damage, but will cause organic armor to decay, and like the black pudding it will divide when hit by an iron weapon. Eating globs of brown pudding breaks vegan conduct. Contents 1 Generation 2 Strategy 3 History 4 Encyclopedia entry Generation Brown puddings will leave behind a glob of brown pudding upon death. Strategy The brown pudding is fairly easy to dispose of, with its primary danger lying in its bites degrading you or your humanoid pet's non-metallic armor. This can be easily avoided by any combination of wearing metal armor, covering your body armor with a throwaway cloak, or simply removing any organic armor. For pets, tame unarmored monster such as dogs and cats can freely dispose of a brown pudding. History In NetHack 3.4.3 and prior versions, as well as variants based on those versions, brown puddings were a target of pudding farming strategies, as they could be split and then killed for their corpses and death drops, or else tamed (e.g. via the scroll of taming or spell of charm monster) and then polymorphed to amass an army of pets. They were less commonly farmed compared to black puddings, which can be reliably generated by kicking a sink. Starting in NetHack 3.6.0, brown puddings leave globs instead of corpses when they are killed; this was done to make pudding farming much less useful, as globs cannot be sacrificed, revived or tinned. In NetHack 3.6.1, a bug was fixed that prevented globs from giving resistances when eaten. Encyclopedia entry See the encyclopedia entry for amoeboid.
# 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 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)
# User talk:Catnarok 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! -- Ray Chason (Talk) 22:26, October 20, 2009 Your edit on Stealing_from_shops Hi Catnarok, I see you removed the {{main|... reference in the credit cloning section. The article certainly looks better in your version. However, I would like to avoid people duplicating the credit cloning article on the stealing page in the future. In my experience, that kind of thing leads to lengthy, unmaintainable messes. Therefore, I have put the {{main|... tag back in. If you can come up with a visually more appealing way to make it clear any further detail should go in the credit cloning article, please feel free to re-edit Stealing from shops. -Tjr 13:21, October 21, 2009 (UTC)
# File:Lord of the Cards.png File File history File usage MetadataNo higher resolution available. Lord_of_the_Cards.png ‎(16 × 16 pixels, file size: 2 KB, MIME type: image/png) Summary A 16x16 SpliceHack monster tile. File history Click on a date/time to view the file as it appeared at that time. Date/TimeThumbnailDimensionsUserComment current13:07, 7 September 201916 × 16 (2 KB)Agulp (talk | contribs)A 16x16 SpliceHack monster tile. Category: SpliceHack Monsters You cannot overwrite this file. File usage There are no pages that use this file. Metadata This file contains additional information, probably added from the digital camera or scanner used to create or digitize it. If the file has been modified from its original state, some details may not fully reflect the modified file. Compression schemeUncompressedPixel compositionRGB
# Polearm Contents 1 Generation 2 Comparison table 3 Polearms skill 4 Mechanics 5 Strategy 5.1 Packed rooms 6 Origin 7 Halberd 8 Bardiche 9 Spetum 10 Ranseur 11 Partisan 12 Voulge 13 Glaive 13.1 Encyclopedia entry 14 Fauchard 15 Guisarme 16 Bill-guisarme 17 Lucern hammer 18 Bec-de-corbin 19 SLASH'EM 20 References A polearm is literally a weapon on a pole. There is an abundance of polearm types in NetHack. This is another feature of the game that echoes early editions of Dungeons &amp; Dragons, which were infamous for giving stats for many exotic polearms, while describing none of them. Monsters will attempt to use polearms in the following order: halberd, bardiche, spetum, bill-guisarme, voulge, ranseur, guisarme, glaive, lucern hammer, bec de corbin, fauchard, partisan, followed by the lance; and so this list is roughly from best to worst. Polearms can only be used by strong monsters without a shield. The lance is, in real life, a polearm, but in NetHack it uses the lance skill instead of the polearm skill, due to its very different usage: by mounted soldiers instead of against them. Generation Collectively, polearms make up about 6.4% of all randomly generated weapons (on the floor, as death drops, or in shops). The probabilities of each type range from 0.4% to 0.8%. A few types of polearms are more common because they appear in the starting inventory of certain monsters. Ranseurs, partisans, glaives, and spetums are the usual starting weapons of trolls.[1] Lucern hammers may also be generated as a fall-back starting weapon for strong monsters that lack default weapons.[2] Watchmen and soldiers in the Yendorian Army often start with a random polearm.[3] Comparison table Name Value Weight Prob&nbsp;(%) Sdmg Savg Ldmg Lavg Material Appearance Tile Glyph halberd 10 150 8 d10 5.5 2d6 7 iron angled poleaxe ) bardiche 7 120 4 2d4 5 3d4 7.5 iron long poleaxe ) bill-guisarme 7 120 4 2d4 5 d10 5.5 iron hooked polearm ) ranseur 6 50 5 2d4 5 2d4 5 iron hilted polearm ) voulge 5 125 4 2d4 5 2d4 5 iron pole cleaver ) guisarme 5 80 6 2d4 5 d8 4.5 iron pruning hook ) lucern hammer 7 150 5 2d4 5 d6 3.5 iron pronged polearm ) spetum 5 50 5 d6+1 4.5 2d6 7 iron forked polearm ) bec-de-corbin 8 100 4 d8 4.5 d6 3.5 iron beaked polearm ) glaive (naginata) 6 75 8 d6 3.5 d10 5.5 iron single-edged polearm ) fauchard 5 60 6 d6 3.5 d8 4.5 iron pole sickle ) partisan 10 80 5 d6 3.5 d6+1 4.5 iron vulgar polearm ) Polearms skill Polearms Max Role Basic Healer, Rogue, Tourist Skilled Caveman, Knight, Priest, Ranger, Samurai, Valkyrie, Wizard How skill affects range when applying a polearm: ESUSESXXXSUX@XUSXXXSESUSE The @ is where your character is standing. Spaces marked with a X are too close to be hit, spaces marked with a U can be hit even while Unskilled, spaces marked with a S can only be hit when Skilled, and spaces marked with a E can only be hit when Expert. No role in vanilla NetHack can become Expert in polearms, but Knights can become Expert in lances, which use the same mechanic. All of the weapons listed on this page use the polearms skill: halberd bardiche spetum ranseur partisan voulge glaive fauchard guisarme bill-guisarme lucern hammer bec-de-corbin There are no artifact polearms. Mechanics Main article: Pounding Polearms are capable of attacking enemies from two squares away, but the procedure for using them is different from other weapons. A polearm must be wielded (like any weapon), and then applied via the a command each time you want to strike. Attacking this way doesn't trigger passive attacks, but the polearm itself is still subject to erosion and loss of enchantment from a disenchanter. Pounding with a polearm while standing on Elbereth can cause it to fade and reduce your alignment record, just like attacking in melee. If you are mounted, you may use polearms for melee attacks in the usual way (which does trigger passive attacks), but simply walking into an opponent on foot will only bash them with the pole; this deals d2 damage, with no bonuses, and does not train polearm skill. Strategy A character with a mount could make a polearm their primary weapon. Polearms deal less damage than other two-handed weapons in most circumstances, but they are an attractive option for roles such as Rangers and Wizards, who can ride but are restricted in most of the better melee weapon skills, and the ability to transition from pounding to melee without switching weapons is a tactical advantage. You'll need a backup weapon in case you're dismounted. One of the great uses of polearms is not for fighting mounted opponents, but for fighting sea monsters, since staying two squares away from water makes a character immune to their drowning attack. If you have no simpler method for dealing with the sea monsters, it can be worthwhile to grab the best polearm you find and spend some time training with it before going to a level with open water. In terms of differences between polearms, the halberd deals the most damage against small monsters, and the bardiche against large monsters; however, these are also among the heaviest options. The spetum deals high damage to both categories for only 50 weight; the ranseur is also a respectable lightweight polearm. The bec-de-corbin and lucern hammer offer poor damage for such heavy weapons. Packed rooms In leprechaun halls, throne rooms, and other rooms where every space is filled with monsters, a character with stealth can use polearms to attack monsters behind other monsters, protecting themselves from being attacked, and in some cases, preventing the target from moving. Origin Wikipedia has an article about: Pole weapon Polearms were popular in warfare for combating mounted soldiers, and those with heavy armor. The polearms (arms on poles) increased leverage for cutting the armor, and increased reach for reaching above the horse. As time went on the various different weapon types borrowed heavily from each other and began to look like each other, which has led to a great deal of confusion over classification. Warfare is, after all, a ruthlessly pragmatic matter, and classification is a hobby for comfortable people after the dust has settled. If you search the internet now for examples of these weapons, you are likely to see weapons completely mislabeled as something different. The term "poleaxe" seems to mean an axe on a pole, and that is how it is used in NetHack's descriptions. However, the term in real life is considered a corruption of "pollax", the "poll" part meaning "head", denoting originally a tool for slaughtering animals by hitting them in the head with a spike (whence the verb "to poleaxe"). As with many other agricultural tools, it became yet another military polearm. Halberd ) Name halberd Appearance angled poleaxe Damage vs. small d10 Damage vs. large 2d6 To-hit bonus +0 Weapon skill polearm Size two-handed Base price 10 zm(+10/positive enchant) Weight 150 Material iron The halberd was a mainstay weapon in many armies for a long time. The halberd is a type of poleaxe in the most literal sense, an axe on a pole. Its main identifying feature is that the blade is always angled slightly downward, which explains NetHack's description of an angled poleaxe. In addition to the axe, halberds also have both a spear tip, and spike or hook on the rear for penetrating armor or hooking, making a versatile three-in-one weapon. Due to the popularity of this weapon, there are a wide variety of different styles, although some were only parade weapons. The halberd is one of the best NetHack weapons, and this is consistent with its role in real warfare. Bardiche ) Name bardiche Appearance long poleaxe Damage vs. small 2d4 Damage vs. large 3d4 To-hit bonus +0 Weapon skill polearm Size two-handed Base price 7 zm(+10/positive enchant) Weight 120 Material iron NetHack calls the bardiche a long poleaxe and that is exactly right, if you assume that the "long" applies to "axe" and not "pole". A bardiche is nothing more than a long axe blade on a stick. The cutting blade was typically two feet long or more, and usually attached to the pole in two places (in the middle and the bottom). But it is mounted on one of the shortest poles for a polearm, only about five feet. So "short poleaxe" would be accurate also. This simple weapon's advantage was in its size and weight, not its subtlety. NetHack gets the weight wrong—a bardiche should be heavier than a halberd. Spetum ) Name spetum Appearance forked polearm Damage vs. small d6+1 Damage vs. large 2d6 To-hit bonus +0 Weapon skill polearm Size two-handed Base price 5 zm(+10/positive enchant) Weight 50 Material iron The spetum is a spear with two more knife blades stuck on the sides. NetHack's "forked polearm" is vaguely accurate, but forked weapons, like the military forks shown below, would more typically have side prongs that reach all the way up to the top. Over time variations were added and it more strongly resembled the ranseur. (The spetum may have grown into the ranseur, or they may have been developed independently.) NetHack gives this an advantage with large monsters, which doesn't quite make sense, as it is supposed to be a lighter polearm. Ranseur ) Name ranseur Appearance hilted polearm Damage vs. small 2d4 Damage vs. large 2d4 To-hit bonus +0 Weapon skill polearm Size two-handed Base price 6 zm(+10/positive enchant) Weight 50 Material iron The ranseur, the hilted polearm, is essentially a spear with a hilt. The hilt served primarily to block opponents' weapons and possibly trap the weapon for disarming. The hilt was sometimes also used secondarily as an alternate way to attack. The hilt often hooked backwards also, so that it could be used as a hook. The ranseur was probably an all around better weapon than the spetum, but this is not the case in NetHack. In a perfect universe, NetHack would give this weapon an advantage when fighting monsters that use weapons, as that is where the hilt is useful. Partisan ) Name partisan Appearance vulgar polearm Damage vs. small d6 Damage vs. large d6+1 To-hit bonus +0 Weapon skill polearm Size two-handed Base price 10 zm(+10/positive enchant) Weight 80 Material iron The partisan also winds up looking much like the ranseur and spetum. Originally the partisan was a spear with small double axe blades added below it. This basic form is shown in the first partisan above; however you won't likely ever see a partisan that looks like this. The other forms are more typical. Note that while some of them look like spetums, they present broader protrusions than the knife-like spetum prongs. The partisan is also more likely to have a flat bladed tip, rather than the spiky blade of the spetum and ranseur. Over time partisans (or weapons called partisans) became more ornamental and ceremonial, which may explain why it is one of the weaker polearms, and also why it is referred to as a vulgar polearm. Perhaps one good way to differentiate between the spetum, the partisan, and the ranseur is to look for the edges on the prongs. Typically, a ranseur would have no edges, a partisan would have edges only facing out, and a spetum would have edges on both sides of the protrusions. Voulge ) Name voulge Appearance pole cleaver Damage vs. small 2d4 Damage vs. large 2d4 To-hit bonus +0 Weapon skill polearm Size two-handed Base price 5 zm(+10/positive enchant) Weight 125 Material iron NetHack has it just right referring to the voulge as a pole cleaver, as this weapon probably was invented as a meat cleaver on a pole. The voulge may look somewhat like a bardiche, but the blade is much shorter and the shaft is longer. It also may tend to look like the glaive, but would generally have a broader blade. Glaive ) Name glaive Appearance single-edged polearm Damage vs. small d6 Damage vs. large d10 To-hit bonus +0 Weapon skill polearm Size two-handed Base price 6 zm(+10/positive enchant) Weight 75 Material iron If you could put a cleaver on a stick, why not just a knife? The glaive is basically just that, a knife on a stick; or as NetHack calls it, a single-edged polearm. In NetHack the glaive is called a naginata if you are playing as a Samurai. A naginata is a Japanese polearm tipped with a curved blade similar to (although often shorter than) the blade of a katana. Encyclopedia entry A Japanese pole-arm, fitted with a curved single-edged blade. The blades ranged in length from two to four feet, mounted on shafts about four to five feet long. The naginata were cut with a series of short grooves near to the tang, above which the back edge was thinned, but not sharpened, so that the greater part of the blade was a flattened diamond shape in section. Seen in profile, the curve is slight or non- existent near the tang, becoming more pronounced towards the point. "With his naginata he killed five, but with the sixth it snapped asunder in the midst and, flinging it away, he drew his sword, wielding it in the zigzag style, the interlacing, cross, reversed dragonfly, waterwheel, and eight-sides-at- once styles of fencing and cutting down eight men; but as he brought down the ninth with a mighty blow on the helmet, the blade snapped at the hilt." [ Story of Tsutsui no Jomio Meishu from Tales of Heike ] Fauchard ) Name fauchard Appearance pole sickle Damage vs. small d6 Damage vs. large d8 To-hit bonus +0 Weapon skill polearm Size two-handed Base price 5 zm(+10/positive enchant) Weight 60 Material iron The fauchard, which NetHack calls a pole sickle, is distinguished from other single-edged polearms by having a curved blade with the sharp edge on the inside of the curve. This was not a very effective weapon, and fairly weak in play. Guisarme ) Name guisarme Appearance pruning hook Damage vs. small 2d4 Damage vs. large d8 To-hit bonus +0 Weapon skill polearm Size two-handed Base price 5 zm(+10/positive enchant) Weight 80 Material iron The guisarme, like the voulge, started out as a peasant's weapon, made from a tool on a stick. In this case the tool is a pruning hook, hence the weapon's unidentified description. While it was a somewhat useful cheap weapon, the lack of a spear point was a significant liability. It was good for pulling riders off of their mounts, but what do you do once they're off? It evolved to some degree, sometimes adding a reverse spike, but eventually guisarme became a generic term for any weapon with a hook, such that you had voulge-guisarmes and glaive-guisarmes. Bill-guisarme ) Name bill-guisarme Appearance hooked polearm Damage vs. small 2d4 Damage vs. large d10 To-hit bonus +0 Weapon skill polearm Size two-handed Base price 7 zm(+10/positive enchant) Weight 120 Material iron This leads us to the bill-guisarme. Bills, developed from an agricultural implement called the bill hook (still used today), were English weapons similar in shape to the guisarme, but perhaps with somewhat less hook in general. They followed a different evolution, such that any weapon that was similar to a glaive or fauchard, but with extra bits thrown in, was often called a bill. So, in terms of origination, bill-guisarme would be a bit redundant, but in terms of later meaning, a bill-guisarme was a bladed weapon with multiple sharpened edges and spikes, and with a hook. These weapons were very versatile, and used over long periods of time, second only to the halberd. There is a lot of confusion out there on guisarmes and bill-guisarmes. Often the bill-guisarme is called simply a guisarme. Also, many pictures purporting to be guisarmes are actually fauchard-forks, which is a fauchard, with a sharp spear point added to the back of the blade. Lucern hammer ) Name lucern hammer Appearance pronged polearm Damage vs. small 2d4 Damage vs. large d6 To-hit bonus +0 Weapon skill polearm Size two-handed Base price 7 zm(+10/positive enchant) Weight 150 Material iron Despite the name, the lucern hammer is not really a hammer, and does not use the hammer skill. This confusion may have been responsible for the creation of Thunderfist. Similar confusion was common among players of the first edition of Advanced Dungeons &amp; Dragons. AD&amp;D cleric characters were denied the use of sharp weapons, restricting them generally to maces and war hammers. Any number of early clerics therefore ended up carrying around a lucern "hammer", which did more damage than a traditional war hammer. The lucern hammer is vaguely similar to the halberd, only instead of an axe blade, it presents a three-pronged hammer to its victim (hence the pronged polearm designation). Bec-de-corbin ) Name bec-de-corbin Appearance beaked polearm Damage vs. small d8 Damage vs. large d6 To-hit bonus +0 Weapon skill polearm Size two-handed Base price 8 zm(+10/positive enchant) Weight 100 Material iron The bec-de-corbin (literally "crow's beak") looks extremely similar to the lucern hammer; however the hammer side was sometimes blunt instead of pronged. The distinguishing characteristic though is that the spike was a thick beak-like shape designed only for puncturing (armor, or whatever). This is why it is the beaked polearm. The beak was the primary mode of attack; the hammer or claw was secondary. The spear tip was also generally less pointy than that of the lucern hammer. SLASH'EM UUUUUUXXXUUX@XUUXXXUUUUUU In SLASH'EM, the range of the polearm is expanded and not restricted by skill level. A new role, the Yeoman, can reach Expert skill at polearms, and begins play with a +1 partisan. Reaper is a lawful artifact halberd with a high bonus to damage. References ↑ src/makemon.c in NetHack 3.6.0, line 392 ↑ src/makemon.c in NetHack 3.6.0, line 497 ↑ src/makemon.c in NetHack 3.6.0, line 196 This page is based on a spoiler by Tom Fine, available at http://hea-www.harvard.edu/~fine/Fun/polearms.html This page may need to be updated for the current version of NetHack. It may contain text specific to NetHack 3.6.0. Information on this page may be out of date. Editors: After reviewing this page and making necessary edits, please change the {{nethack-360}} tag to the current version's tag or {{noversion}} as appropriate.
# 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 18:00, 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) 22 July 2023 &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;23:38&nbsp; Wish‎ (diff | hist) . . (+547)‎ . . Umbire the Phantom (talk | contribs) (→‎GruntHack: copyedit + add some IRC recommendations) 21 July 2023 &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;14:30&nbsp; EvilHack‎‎ (3 changes | history) . . (+1,487)‎ . . [K2‎ (3×)] &nbsp;m&nbsp;&nbsp;&nbsp; 14:30 (cur | prev) . . (+17)‎ . . K2 (talk | contribs) (→‎Major changes: convicts and thievery) &nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 14:17 (cur | prev) . . (+1,444)‎ . . K2 (talk | contribs) (→‎Game mechanics: open air) &nbsp;m&nbsp;&nbsp;&nbsp; 13:42 (cur | prev) . . (+26)‎ . . K2 (talk | contribs) (→‎Game mechanics: move artifact twoweaponing behavior under 'twoweaponing' section) 18 July 2023 &nbsp;m&nbsp;&nbsp;&nbsp;04:53&nbsp; EvilHack‎ (diff | hist) . . (0)‎ . . K2 (talk | contribs) (build date)
# Potion 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 Potions, !, are magical drinks that appear in NetHack. All potions have a weight of 20, and are used by drinking them via the quaff command; other monsters may be subjected to the effects of some potions by wielding the potion and hitting them with it, or else throwing it at them. It is also possible to dip other items into potions; some potions can be mixed together in this way to produce other potions—this is called alchemy. Potions do not leave behind the empty bottles when consumed; the bottle presumably evaporates or is otherwise disposed of when the potion is drunk. Contents 1 Table of potions 2 Generation 3 Identification 3.1 Monsters 3.2 Dip identification 3.3 Price identification 3.4 Applying 3.5 Quaffing 3.5.1 Surviving harmful potions 3.5.2 Interpreting messages 4 Damage 5 Dilution 6 Thrown potions 7 Smoky and milky potions 8 Messages 9 References 10 External links 11 Encyclopedia entry Table of potions Potion Cost Weight Relative probability[1] Appearance water (uncursed) 0 20 6.9% clear booze 50 20 4.2% random fruit juice 50 20 4.2% random see invisible 50 20 4.2% random sickness 50 20 4.2% random confusion 100 20 4.2% random extra healing 100 20 4.7% random hallucination 100 20 4% random healing 100 20 5.7% random holy water 100 20 1.15% clear unholy water 100 20 1.15% clear restore ability 100 20 4% random sleeping 100 20 4.2% random blindness 150 20 4% random gain energy 150 20 4.2% random invisibility 150 20 4% random monster detection 150 20 4% random object detection 150 20 4.2% random enlightenment 200 20 2% random full healing 200 20 1% random levitation 200 20 4.2% random polymorph 200 20 1% random speed 200 20 4.2% random acid 250 20 1% random oil 250 20 3% random gain ability 300 20 4.2% random gain level 300 20 2% random paralysis 300 20 4.2% random Generation Potions constitute 16% of all randomly-generated items in the main dungeon, 18% in containers, 22% on the Rogue level, and 1% in Gehennom.[2] Potion BUC distribution is as follows: 1⁄8 cursed, 3⁄4 uncursed, and 1⁄8 blessed.[3] On top of random generation, potions can be found in shops, and various monsters are generated with certain potions. Identification There are many ways to identify potions, without resorting to the obvious methods. Clear potions are always potions of water, and potions of oil are automatically identified for players starting with an oil lamp. Monsters Most monsters will only use, pick up, or be created carrying the following potions: confusion healing extra healing full healing sleeping blindness invisibility polymorph (difficulty &lt; 5 only) speed acid gain level paralysis Nymphs will pick up anything, and are created with a potion of object detection half of the time. Monsters drink useful potions occasionally; if they are in line of sight when quaffing, you will observe any changes to their condition, which can formally or informally identify the potion. Monsters will never quaff harmful potions, but are likely to throw them at you. A user has suggested improving this page or section as follows: "Do monsters with the Likes_magic attribute pick up unusable potions? Yes, most potions are magical (sickness, fruit juice, booze, acid, oil and water are not). likes_magic covers wizards, dragons, winged gargoyles, salamanders, archons and numerous named monsters" Dip identification The following table summarizes the effects of #dipping items into potions (excluding alchemy). In most cases, dipping will consume your potion, but on occasion it will change the potion instead; both are listed where applicable in the "Resulting potion" column. Dipped object Initial potion Resulting potion Message/Notes Unicorn horn Potion of oil (Potion consumed) Your unicorn horn gleams with an oily sheen. Potion of sickness Potion of fruit juice Potion of blindness Potion of water Potion of confusion Potion of hallucination Poisoned projectiles Potion of healing (Potion consumed) The projectiles become unpoisoned. A coating wears off the poisoned <weapons>. Potion of extra healing Potion of full healing Unpoisoned projectiles Potion of sickness (Potion consumed) The projectiles become poisoned. (Eligible projectiles are arrows, crossbow bolts, darts, and shuriken.) The <potion> forms a coating on the <weapons>. Any polymorphable item Potion of polymorph (Potion consumed) Most items will be polymorphed, but have a chance of resisting. If the item polymorphs into itself, you get the message "Nothing seems to happen." Any non-polymorphable item Nothing happens. Amethyst Potion of booze Potion of fruit juice This is also useful for identifying the amethyst. Lichen corpse Potion of acid The lichen corpse turns red around the edges. ("orange" if the potion is diluted) Any iron or copper item (Potion consumed) The item will corrode. Any erodeproof iron or copper item. Somehow, your <item> is not affected by the corrosion. Interesting... Any rusty or corroded weapon Potion of oil (Potion consumed) The weapon loses one level of each erosion damage. Your <weapon> is less <corroded (and)="" rusty="">. Any other item Any other potion Interesting... Unicorn horns are incredibly useful for identifying potions. If dipping a unicorn horn into a potion produced no effect, then the potion is probably safe to drink, although some harmful potions (notably paralysis and sleeping) are not neutralized by a unicorn horn. Potions of booze will not be neutralized, but the negative effects can be dealt with as long as the potion is not cursed. Creating fruit juice using a unicorn horn or amethyst can also be useful when trying to identify the potion of see invisible; both produce the same message when quaffed. However, carelessly dipping a unicorn horn into every unidentified potion might present difficulties if it is transformed by a potion of polymorph. While unicorn horns are not too hard to come across, this is still best avoided if you only have one at the moment; this also breaks polypileless conduct, and players adhering to it will want to refrain from dip-testing with anything but a wand of polymorph until they have potions of polymorph identified. Conversely, players with spare unicorn horns may want to do this for the chance of producing a useful (and possibly magical) tool, such as a magic marker. Dip-testing with ammunition, such as a single dart or arrow, can safely detect potions of polymorph, and has the added benefit of identifying potions of sickness, since they will poison the item; if dipping projectiles that you intend to use, you should dip test for polymorph and acid first. Price identification Main article: Price identification Most price categories have at least one good potion and one bad potion, so price identification needs to be combined with other methods to be useful. Price categories with just one harmful potion can be quaff-tested with very little preparation: for example if you have a carrot to cure blindness, you can quaff-test any 150 zm potion. Base cost Potion types Notes 0 water (uncursed) Useful to differentiate from holy and unholy water 50 booze fruit juice see invisible sickness In this category: Sickness is harmful Booze is inconvenient Delicatessens only buy or sell booze and fruit juice 100 confusion extra healing hallucination healing holy water unholy water restore ability sleeping In this category: (Un)holy water will be clear potions, and can be ruled out instantly Hallucination is harmful Confusion and sleeping are troublesome if enemies are nearby 150 blindness gain energy invisibility monster detection object detection In this category: Only blindness is harmful, and can be easily cured with a carrot Invisibility will make it hard to leave a shop 200 enlightenment full healing levitation polymorph speed In this category: Polymorph is harmful, but can easily be identified with a junk item Levitation is a nuisance 250 acid oil In this category: Oil is very easy to identify by applying. Neither of these are good to quaff 300 gain ability gain level paralysis In this category: About 40% of potions will be gain ability, which benefit from blessing Cursed gain level can cause you to rise out of a shop with unpaid items Paralysis is dangerous Applying Try to apply every new potion you find. If the potion lights, it will auto-identify as a potion of oil. Do not do this with an unpaid potion is owned by a shop, or you will be charged a Yendorian Fuel Tax. It is possible to avoid the charge by dropping everything else that can be applied besides the suspected potion, then hit a. If the potion is oil, you will be asked what to apply; if it isn't, you will be told that you have nothing that can be applied. This may be a bug. Quaffing When you have tried the above methods and all else fails, you can always quaff an unknown potion. However, this will not always identify it, and there are dangers. See potion quaffing effects for a comprehensive list of potion effects when quaffed. Before you start quaffing, curse-test the potion, as quaffing a cursed potion is unwise—although you will still be able to identify it, you will miss out on some benefits of useful potions and suffer increased damage from harmful ones. You should wait for your health to completely heal before quaffing. That way, should you quaff a potion of healing, extra healing, or full healing, your maximum health will increase. In addition, should you quaff a potion of acid or sickness, it will be much less likely to kill you outright. Surviving harmful potions Before drinking a potentially harmful potion, there are some things you can do to prevent or at least minimize the risks. Additionally, after drinking a harmful potion, there are ways to cure the bad effects. These are summarized in the table below. Potion Risk minimizers Cures sickness potion is blessed, or you are a Healer non-cursed potion of restore ability spell of restore ability non-cursed unicorn horn blindness you are wearing the Eyes of the Overworld one of the following potions, non-cursed healing extra healing full healing carrot non-cursed unicorn horn hallucination you are wielding Grayswandir one of the following potions, non-cursed extra healing full healing potion of sickness, if you can drink it safely! non-cursed unicorn horn confusion, booze potion is blessed prayer blessed scroll of confuse monster eating a lizard corpse (reduces timeout to 2 turns) non-cursed unicorn horn polymorph you have polymorph control, or you have unchanging paralysis, sleeping wearing a ring of free action is the best countermeasure if you can't use the ring lock yourself in a closet stay on shallow dungeon levels with easy monsters kill all nearby monsters keep your pets nearby sleep resistance protects against sleeping, not paralysis Perhaps, a Healer with a lizard corpse and ring of free action who is also wielding Grayswandir while wearing the Eyes of the Overworld and an amulet of unchanging would be in a good position to quaff-identify potions without fear. However, most players manage to find a unicorn horn before any of those other items. Interpreting messages If the potion is not automatically identified, the message is often helpful to identify it. Message Possible potions You feel great, good, or mediocre restore ability You feel better either restore ability ("Wow! This makes you feel better!"), or healing ("You feel better") tastes like "liquid fire" or "dandelion wine" (maybe "watered down") booze you have an "uneasy feeling" you either quaffed a cursed potion of enlightenment, or quaffed a cursed potion of gain level while being at one of the following the first level without Amulet of Yendor an endgame level Sokoban Fort Ludios the top floor of the Wizard's Tower, Vlad's Tower, or the Quest it tastes "rotten", "overripe", or its taste has something to do with slime mold or your favorite fruit potion of either see invisible or fruit juice (aka slime mold juice). However, if you were invisible, could not see invisible already, and were not blind, it must be a fruit juice. it tastes "foul" cursed potion of gain ability you feel "threatened", or you "get the heebie jeebies" potion of monster detection without monsters on the level it is something about your leg or legs (they "feel somehow better", or "get a new energy") potion of speed your eyes itch, or your eye itches either a potion of blindness or a potion of hallucination "you have a strange feeling for a moment, then it passes" potion of blindness or a potion of hallucination, and you are an eyeless monster you "rise up, through the ceiling" cursed potion of gain level it "burns", or the potion feels sour or tangy if it was not water (a clear potion), then it was acid If you have a "peculiar feeling for a moment, then it passes", it can be several cases: Potion of hallucination while already hallucinating, or while being hallucination resistant (i. e. via wielding Grayswandir) Potion of invisibility while already invisible, blind, or wearing a mummy wrapping Blessed potion of monster detection while already having monster detection Potion of confusion while already being confused Non-cursed potion of gain ability while having sustain ability Potion of levitation while already levitating If you have a "normal feeling for a moment, then it passes", it can be the same as peculiar feeling while hallucinating, or it can be a potion of blindness or hallucination while you are an eyeless monster. Damage Fire and cold attacks can cause potions in your main inventory or on the ground to boil or freeze and be destroyed. This does not happen to potions in a container, so it is generally advisable to stash potions in one when possible. Potions boiled by fire attacks are vaporized, which can subject you to the effects of the vapors; potions frozen by cold attacks will not release any vapors. Dilution Most potions will become diluted when they get wet, either through immersion in open water, or dipping into open water, a fountain, or another potion. This will not happen when dipping into holy water or unholy water—those potions change the beatitude of the dipped item without actually getting it wet, and are consumed in the process; potions of water also cannot be diluted. Diluted potions are listed as such in your inventory, and they will not stack with non-diluted potions, but function largely the same as their undiluted counterparts. This can be a minor hassle if your intention is to bless a group of potions with holy water, or if you have no container and inventory slots are at a premium. There are also some exceptions, mostly minor: A diluted potion of booze will not cure 1HP of damage, as a non-diluted one will. A diluted potion of see invisible will give somewhat different messages, though the effect is the same. A diluted potion of fruit juice gives half the nutrition of a non-diluted one. If a diluted potion is diluted a second time, it will lose any blessed or cursed status, and become an uncursed potion of water. This is often used for making holy water, and provides a reason for most characters to hold on to otherwise useless or harmful potions. There are some exceptions to the above principles: A potion of acid will not dilute, but instead cause an explosion that does damage to the character. If your character dies as a result of this, the cause of death will be listed as "elementary chemistry." A potion of water can not be diluted, which is not surprising, but this means that holy water and unholy water are also immune to dilution, as they are simply blessed or cursed potions of water, and losing beatitude is a consequence of dilution. Alchemy will not dilute an already-diluted potion, so it is safe to convert a potion of healing into a diluted potion of extra healing, and then into a diluted potion of full healing. Alchemy is a somewhat complicated process which has a few wrinkles of its own; players are advised to study that article for more information before alchemizing, unless they enjoy picking imaginary shards of glass out of their faces. Thrown potions Potions may be wielded or thrown in combat by you or other monsters. A monster has an 80% chance of taking 1 HP of damage when hit, while you may receive 1 to 2 HP of damage. If you don't see the potion hit the monster, you will get the message "Crash!" A monster hit by a potion is subjected to its effects, but generally to a lesser extent than from quaffing it; however, a thrown potion has a chance of missing the target, in which case it will shatter without affecting them. When a potion shatters, it is possible for the vapors to affect monsters in adjacent squares, including the player. For this reason, wielding a potion hand-to-hand can be riskier than throwing it from a distance, although in this case the potion will only shatter when it hits the monster. Circumstances will ultimately dictate which is more preferable for hitting a given monster, e.g. wearing a ring of free action and wielding a potion of paralysis. Smoky and milky potions Smoky and milky potions are special. Regardless of their other properties, quaffing a smoky potion has a chance of releasing a djinni, and quaffing a milky potion may release a hostile ghost. Messages You have a peculiar feeling for a moment, then it passes. You quaffed a potion, but it had no noticeable effect, e.g. quaffing a potion of blindness while already blind.[4] You have a normal feeling for a moment, then it passes. As above, but you were hallucinating.[5] That is a potion bottle, not a Klein bottle! You tried to dip a potion into itself.[6] <one of=""> Your <color> potions <of type=""> boils and explodes! A source of fire damage caused one or more of your potions in open inventory to explode, subjecting you to its vapors. References ↑ objects.c in NetHack 3.4.3, line 722 ↑ mkobj.c in NetHack 3.4.3, line 30 ↑ mkobj.c in NetHack 3.4.3, line 545 ↑ potion.c in NetHack 3.6.0, line 530 ↑ potion.c in NetHack 3.6.0, line 530 ↑ potion.c in NetHack 3.6.0, line 1805 External links Potions and their direct effects in NetHack 3.4 Potions, alchemy, and other miscellaneous properties in NetHack 3.4 Encyclopedia entry POTABLE, n. Suitable for drinking. Water is said to be potable; indeed, some declare it our natural beverage, although even they find it palatable only when suffering from the recurrent disorder known as thirst, for which it is a medicine. Upon nothing has so great and diligent ingenuity been brought to bear in all ages and in all countries, except the most uncivilized, as upon the invention of substitutes for water. To hold that this general aversion to that liquid has no basis in the preservative instinct of the race is to be unscientific -- and without science we are as the snakes and toads. [ The Devil's Dictionary, by Ambrose Bierce ] This page may need to be updated for the current version of NetHack. It may contain text specific to NetHack 3.6.4. Information on this page may be out of date. Editors: After reviewing this page and making necessary edits, please change the {{nethack-364}} tag to the current version's tag or {{noversion}} as appropriate. </of></color></one></corroded></weapon></item></weapons></potion></weapons>
# File:Scramper.png File File history File usageNo higher resolution available. Scramper.png ‎(16 × 16 pixels, file size: 383 bytes, MIME type: image/png) A 16x16 SLASH'EM monster tile. File history Click on a date/time to view the file as it appeared at that time. Date/TimeThumbnailDimensionsUserComment current16:18, 26 November 201016 × 16 (383 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: Scramper
# Category:ZAPM Pages in category "ZAPM" The following 4 pages are in this category, out of 4 total. W User:Winny/ZAPMUser:Winny/ZAPM SourceZ ZAPMZAPM items
# Traitor A traitor is a monster attribute introduced in SLASH'EM that also appears in SlashTHEM and dNetHack, and is used to denote a pet capable of turning against you. Description The M3_TRAITOR monster flag denotes monsters that have a chance of spontaneously rebelling against the player when tame and becoming hostile; dNetHack uses MT_TRAITOR for the same purpose. Monsters that have turned on you will additionally have the text "traitor" added when examined with a stethoscope or wand of probing. The check for betrayal occurs whenever you abuse the pet, as well as with a 1 in 850 chance on every move.[1] The betrayal check will always fail if the pet is a spell being, is further than 3 squares away, is mindless, or if you have more hit points than the pet. If those checks pass, then there is a chance that the pet will turn traitor.[2] Thus, increasing the pet's tameness and not abusing them will decrease the chance of rebellion, but the only "certain" way to eliminate chance of it occurring is to raise your HP. Messages <foo> turns on you! A tam monster with the "traitor" flag has spontaneously become hostile. You feel uneasy about <foo>. As above, but you were unable to see the former pet at that time. References ↑ dogmove.c in SLASH'EM 0.0.7E7F3, line 716 ↑ dogmove.c in SLASH'EM 0.0.7E7F3, line 637 </foo></foo>
# User:Lorimer I am the developer of SporkHack (home page).
# Pet Contents 1 Starting pet 2 Taming 2.1 Spells, books and scrolls 2.2 Magic harps 2.3 Djinni and wishes 2.4 Figurines 2.5 Demon gating 2.6 Eggs 2.7 Werecreatures 2.8 Traps 2.9 The Astral Plane 3 Restrictions 4 Pet diets 4.1 Preferred foods 4.2 Diet exceptions 5 Pet behavior 5.1 Cursed items 5.2 Traps 5.3 Movement 5.3.1 Displacing a pet 5.4 Combat 5.5 Abuse and death 6 Pet growth 7 Pets and equipment 7.1 Weapons and armor 7.2 Tools and other items 8 Steeds 9 Strategy 9.1 Feeding pets 9.2 Caring for pets 9.3 Equipment for pets 9.3.1 Armor and extrinsics 9.4 Equipment for pet owners 9.5 Preferred pets 9.5.1 Worth the effort of trying to obtain 9.5.2 Nice to have if you get one 10 Messages 10.1 Death 10.2 Hunger 11 Variants 11.1 SLASH'EM 11.2 GruntHack 11.3 AceHack 11.4 dNetHack 11.4.1 dNetHack preferred pets 11.5 FIQHack 12 See also 13 External links 14 References A pet is a tame monster that accompanies and assists you through the dungeon. By default, each character starts with a pet, and you can acquire many more through various methods. The tameness of a pet is affected by how well you care for it. A user has suggested improving this page or section as follows: "pet #chatting messages need to be linked from here. A pet equipment section is already present, but if possible could be expended with tips from a relevant rgrn thread" Starting pet Every character enters the dungeon with a pet, unless the player has specifically set pettype:none in their configuration file. If your role has a definite pet type in the table below, your pet will always be of that type; for other roles, it will either be the pet type you have configured, or a kitten or a little dog with equal probability. Note that only Knights can start with a pony. The pet will begin the game already named if you have set the catname, dogname, or horsename options in the configuration file; in addition, certain roles have built-in default pet names if you did not specify a name. Names of pets (and other critters) can be changed using the call or name commands. Role Pet Default name Barbarian <random> Idefix (if little dog) Caveman little dog Slasher Knight pony Ranger little dog Sirius Samurai little dog Hachi Wizard kitten Taming In addition to starting with one as above, there are other methods to obtain pets: most monster types can be tamed and made into pets with a scroll of taming, magic harp, or spell of charm monster. Domestic animals (all growth stages of dog, cat, and horse) can be tamed by throwing certain types of food at them: Dogs and cats can be tamed with "people food" - food rations, pancakes, fortune cookies, etc. - and meat such as tripe rations, fresh meaty corpses that are not harmful, and items such as meatballs created with stone to flesh. Eggs can also be used, but they usually just break when thrown. Horses can be tamed with fruits (including the user-specified custom fruit), vegetables, and most safe vegetarian corpses. During a full moon, dogs of any growth stage have a 5/6 chance of becoming peaceful instead of tame. Repeated attempts may still succeed. Domestic animals can also be pacified by throwing food items at them that they will not eat, including tins or old corpses. Spells, books and scrolls The spell of charm monster can be used to tame an adjacent monster, as can a non-cursed scroll of taming, subject to a check versus monster magic resistance; the scroll can also have its range extended by reading it while confused. The spell create familiar will create a tame domestic animal (1⁄3 chance) or a tame random monster (2⁄3 chance, unless the randomly created monster is of an untameable type). When not standing on the vibrating square, reading the blessed Book of the Dead can tame coaligned undead monsters and increases the tameness of those that are already pets. Magic harps Applying a magic harp with charges can tame monsters around you, with the range of the effect dependent on your experience level. Djinni and wishes Quaffing a smoky potion or rubbing a magic lamp can summon a djinni, which may randomly be tame. The odds of it being tame are never very high, though they are highest when the potion or lamp is uncursed. A released djinni that offers a wish can be used to obtain a desired pet, often in the form of a blessed figurine - certain pets can only be obtained easily in this way, if at all. Figurines Monster figurines can be used to generate the monster depicted by the figurine. There is always a chance of the generated monster being tame, with the odds at their highest if the figurine is blessed. Figurines can bypass some taming restrictions, although a majority of such ineligible monsters cannot have figurines of them created in the first place.[1] Demon gating While polymorphed into any major demon other than a balrog or foocubus, attacking in melee with your bare hands can gate in other demons. Demons gated this way have a 5⁄6 of being the same type as your current form, and a 1⁄6 chance of being any random demon of your alignment. Eggs If a fresh monster egg hatches while being carried in open inventory, the baby monster may be generated tame. Dragon eggs and eggs laid by the player always hatch tame, as will 50% of any other eggs if the player character is male. The easiest way to get eggs of a given species is to become a female monster of that species and lay the eggs yourself. Werecreatures If you are a werecreature, you can use #monster to summon your brethren for a cost of 10 Pw; their species is dependent on your were-species, and they will always arrive tame. Traps Two traps can actually aid in obtaining tamed monsters with their effects: A magic trap will tame adjacent monsters with 4.8% probability whenever it gives you the charisma-raising effect. This effect does not check monster MR, so it can tame otherwise resistant monsters. However, magic traps also have a variety of effects, many of which are harmful, so be prepared to deal with them if you intend to gamble on the charisma effect. The polymorph trap polymorphs most monsters that step on it, and already-tame monsters that are weak and/or low on HP will deliberately jump onto them. A leash can be used to guide pets onto them, and this can be used in conjunction with methods of generating more tame monsters (such as a gremlin multiplying in water or the werecreature form's #monster ability) to produce armies of high-quality pets. The Astral Plane You will be given a tame 'guardian' Angel upon entering the Astral Plane, unless you are generating conflict or badly aligned; the Angel will also disappear if you generate conflict at any point after entrance. Restrictions Certain monsters cannot be made tame no matter what you do; in most cases, they will be made peaceful instead. They are: Quest nemeses, Medusa, and the Wizard of Yendor, none of whom can even be made peaceful. Humans (any K or @ except elves); werecreatures can be tamed, but only while in creature form. Shopkeepers, guards, aligned priests, quest leaders, and the Wizard of Yendor can all be polymorphed or slimed, but will remember who they were, and still resist taming; at most, except for the Wizard they can be made peaceful. Covetous monsters: unique demons, Vlad the Impaler, and master- and arch-liches. Hostile minions sent after you by an angry god. Demons, unless you yourself are polymorphed into a demon. These restrictions are only checked at the time the monster would be made tame; existing monsters changing to these forms (e.g. a demilich that grows up into a master lich, a werecreature reverting to human form) will not become untame. Notably, the Riders are not inherently untameable, though their 100 monster MR makes it very difficult; Famine and Pestilence can be level drained to the point of lowering their monster MR that is effectively lower, although it may take many tries. Death is immune to level drain, and so cannot be tamed. Pet diets A freshly tamed pet's hunger starts out at 1000. For the three cardinal domestic species, the same appropriate foods that work for taming also work for routine feeding are as for taming. Eggs are appropriate for feeding carnivorous and omnivorous pets like dogs and cats, but they should be dropped with the d command, not thrown; eggs that pets will not eat are probably cockatrice eggs, and should be #named and saved. Additionally, starving pets will eat some foods which they will not otherwise (e.g., starving horses will eat "people food" such as food rations). Pets gain two to eight times more nutrition than players from food (smaller ones gain more), but take the same time to eat it;[2] a starving pet will "devour" the food, taking only half the normal time required to eat it, but also gaining only 3⁄4 the nominal nutrition. Generally, your pets (especially the carnivorous ones) will feed themselves from the monsters they kill. Pets will never eat food that would cause them harm, unless they have the appropriate resistance (e.g., pets without poison resistance won't eat poisonous corpses). A pet that becomes hungry will reach "starving" status in 500 turns; a starving pet becomes confused and will have their maximum hit points divided by 3.[3] You can get an idea of whether a pet is hungry or not if you #chat with them frequently - in many cases (though not all), their vocalizations will change noticeably (e.g., a hungry dog "barks" while an otherwise content dog "yips".) Pet monsters that are inediate usually do not become hungry, but also cannot have their tameness increased through feeding them. Pets can be trained to more reliably drop items near you by giving them treats after they drop something; this willingness to 'fetch' is known as apport. Preferred foods Depending on a pet's diet, the food it is willing to eat falls into one of four categories: Treats, which can be used to increase the pet's apport Good food, which the pet will eat even when not hungry Acceptable food, which the pet will eat only if hungry or starving Emergency food, which the pet will eat only if starving The following rules apply to the majority of pets: Class Carnivore Herbivore Treat tripe rations items created by the spell of stone to flesh apples carrots Good meaty corpses eggs vegan corpses (any of b j F) Acceptable "people food" vegan non-corpse non-"people" comestibles Emergency vegan non-corpse non-"people" comestibles "people food" "People food" includes: food, cram, C and K-rations lembas wafers cream pies pancakes candy bars fortune cookies Omnivorous pets use the highest of the carnivorous and herbivorous rankings of a food item; e.g. apples, carrots, and tripe are all treats to them. Diet exceptions The following are exceptions to the normal rules: Pets won't eat anything that would harm them (e.g. poisonous, acidic, or stoning-inducing) unless they have the appropriate resistance. They will also avoid eating "old" tainted corpses, with the exception of lizards and lichens (which never rot away). Non-slimeproof pets will only consider a glob of green slime if they're starving. Ghouls are technically inediate, but will eat old corpses and old eggs, and consider the former treats. Bananas are treats to herbivorous and omnivorous Y. Carrots are treats to blind carnivores, who will eat them to regain their sight. Metallivores consider non-rustproof iron items a treat, and other metal items are acceptable food; thus, only metallivores will eat tins. A metallivore will not eat an amulet of strangulation or ring of slow digestion, and throwing iron weapons at a metallivore is a bad idea, even if they would eat them afterward. Gelatinous cubes consider organic non-food items acceptable. Humanoids other than ogres, orcs, and kobolds will not commit cannibalism unless starving;elves will not commit cannibalism even if starving. None of the above pet types will eat your role's quest artifact, any unique items, or Rider corpses. Pets have a 95% chance of passing up other artifacts, assuming they would normally eat the base item. Pet behavior Pets will very generally try to stay close to your position, though they are prone to wandering off; a pet with more speed is usually (though not always) better at keeping up with you. Carrying food that a pet considers a treat (e.g. tripe rations) will cause them to follow you more closely. All tamed monsters will follow you up and down stairways and through portals if they are adjacent to you when you enter, unless they cannot move or are in the middle of an action (e.g. eating). Cursed items Pets tend to avoid squares where a cursed item is present. If a pet does enter such a square, the message displayed is "<pet> steps reluctantly over a(n) <item>". Note that the item listed is not necessarily the cursed item -- it's whatever item happens to be "on top" of the square. This message is not displayed if you displace the pet onto the square, or if there's food on the square that the pet wants to eat. Divine minion pets are not bothered by cursed items.[4] Traps Pets will also try to avoid known traps where possible. If leashed, a pet may "whine" or "whimper" to indicate that a trap is near, even if it hasn't been detected yet. Movement Applying a tin whistle or a bell can cause them to seek you out and stay close for a certain amount of turns; a magic whistle will warp them immediately to your side. Applying a leash to a pet will keep them closer to you, though it alters and limits their movement as well: leashed pets can end up stuck around corners depending on where you and the pet move. Leashed pets will also move reluctantly over cursed items more often, and will whine if they sense a trap is nearby (though they still risk walking into the trap themselves). A leashed pet that can move always follows you when you travel via stairs or a portal, even if they are not adjacent to you. Displacing a pet If you try to walk on a pet's square, you have a 6⁄7 chance of displacing it and switching places unless you are punished, in a shop, or the pet is a long worm.[5] If you fail to displace your pet (1⁄7), then the pet will become scared for 1-6 turns. If the pet cannot move, but you otherwise would swap places, you have a 1⁄6 chance of swapping places anyway.[6] 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. It is no longer possible to displace a pet out of a trap, directly onto a trap, into water or into other hazardous terrain. It is also no longer possible to displace a sleeping or paralysed pet, but a sessile pet can sometimes be displaced. It may be possible to displace a pet near a trap, causing it to move onto the trap. Combat Unless confused, pets will generally only attack monsters that are not you, a quest leader, a quest guardian, or another pet.[7] In addition, they will also avoid attacking monsters that are at least two levels higher than they are.[8] A pet will not attack peaceful monsters if they are below 25% of their maximum HP.[9] A pet will not attack a floating eye 90% of the time, provided the pet can see; it will also avoid attacking a gelatinous cube 90% of the time.[10][11] Pets will additionally avoid attacking monsters whose maximum passive damage exceeds their current hit points.[12] A pet will not attack a monster who can turn them to stone if the pet is not stoning-resistant.[13] Conflict overrides all of these restrictions and will cause a pet to attack any nearby monster (or you), subject to a check versus monster magic resistance. 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. Pets are now more careful about attacking higher-level monsters, compared to their own level, as their own health drops. Pets will not attack a monster above a certain level, as described in the table below; note that a healthy pet can now attack monsters 2 levels higher. Pet's HP Maximum level (from 3.7.0) Full health Pet's level + 2 At least 80% of maximum Pet's level + 1 At least 60% of maximum Pet's level At least 40% of maximum Pet's level – 1 At least 20% of maximum Pet's level – 2 Below 20% of maximum Pet's level – 3 [14] Abuse and death Main article: Tameness#Abuse In general, abusing your pet involves attacking it in any form, even if you were confused, stunned or otherwise impaired. Killing your pet outright carries a −15 penalty to alignment record and −1 Luck penalty[15][16] - displacing your pet in a manner that causes its immediate death (i.e., into a trap or pool of water) carries a −15 penalty and angers your god. If your pet died and left a corpse, you can try to resurrect it using a wand or spell of turn undead; a scroll of food detection or the spell of detect food can be used to locate your pet's corpse before it rots away. If it was turned to stone, you can try the spell of stone to flesh. Pets that are revived or saved by an amulet of life saving are not guaranteed to revive tame - if you killed the pet yourself or abused it at least three times, it will never revive tame and has only a 1-in-(times abused) chance of being peaceful; if you abused it at least ten times, it will always revive as hostile.[17] If you didn't kill your pet and abused it at most twice, its tameness becomes a random number between zero and its prior tameness, with equal probability; if this new number is zero, the pet is no longer tame, but it still has a 50% chance of being peaceful. A pet that remains tame after being revived, or else is re-tamed manually, retains its tameness value and has its nutrition, abuse and apport reset as though it was a brand new pet. Attempting to sacrifice the corpse of a pet that died while it was tame at an altar will anger that altar's god - doing the same at a cross-aligned altar will actually reduce your own god's anger. A pet that went feral or was otherwise untamed prior to dying is suitable to sacrifice. There is no special penalty for abandoning or losing track of pets, eating your pets' corpses or (surprisingly) genociding your pet's species or class. Keep in mind that the normal effects of corpses of the pets' species still apply, such as cannibalism or aggravate monster from cat and dog corpses. Pet growth Like you, pets level up by defeating monsters. However, while your character gains experience points that build towards new experience level, the pets gain a random number of hit points between one and the defeated monster's level plus one, and their level is increased to roughly match their maximum hit point total.[18] A pet's health, level and status can be monitored via a stethoscope or a wand of probing. The maximum HP threshold for most monsters is 8 times their current level (or 4 for level 0), with the exception of golems and elementals on their home Elemental Plane. The maximum level for a monster is 3⁄2 of that monster's base level, or the next type if that monster has a more "grown up" form; said maximum will normally be no greater than 49.[19] See growing up for more details about pet advancement. Pets and equipment Main article: Armor#Monsters, pets, and armor Tamed intelligent monsters that have hands can use items they pick up, and humanoid ones can wear and even replace armor. They will also use other items such as potions, scrolls and even certain tools. As mentioned above, pets will not pick up cursed items, and will avoid moving onto them where possible; silver-hating pets will always avoid touching silver items.[20] Intelligent pets will quaff or throw various potions if they pick one up; for example, they can quaff a potion of healing or extra healing if low on HP, and will throw harmful potions such as acid or sleeping at other monsters. Weapons and armor Only medium-sized monsters can wear body armor or shirts, and only medium or smaller monsters will fit into cloaks. All monsters know the enchantment of armor, and will replace a worn piece of armor with one that gives more AC, regardless of any other properties conveyed - e.g., a +3 small shield takes priority over a +0 shield of reflection.[21][22] Pets with a weapon attack will pick up and wield weapons, and select which one to wield based on type. They prefer (in this order): any usable artifact weapon, cockatrice or chickatrice corpse, tsurugi, runesword, dwarvish mattock, two-handed sword, battle-axe, katana, unicorn horn, crysknife, trident, long sword, elven broadsword, broadsword, scimitar, silver saber, morning star, elven short sword, dwarvish short sword, short sword, orcish short sword, mace, axe, dwarvish spear, silver spear, elven spear, spear, orcish spear, flail, bullwhip, quarterstaff, javelin, aklys, club, pick-axe, rubber hose, war hammer, silver dagger, elven dagger, dagger, orcish dagger, athame, scalpel, knife, worm tooth.[23] (Weapons in italics are two-handed, and will be chosen only if the monster is strong and is not wearing a shield. A cockatrice corpse will not be chosen if it would immediately stone the monster. Stilettos and grappling hooks will never be chosen.) If a monster has a wielded artifact weapon and picks up another one, it can switch to the new artifact and drop the old one, provided the new artifact is not cross-aligned and the conditions for two-handed weapons are met (if applicable). ("Can" here means the first admissible artifact in the game's internal list of carried objects is chosen.) Pets can also make use of ranged weapons if they come across any, and will also use their breath weapon if they have one.[24] Tools and other items Some pets can carry around a unicorn horn to apply if afflicted with a status condition, or a key to unlock doors with. Some pets can also put on amulets of life saving or reflection; they have no preference in this regard. A nonliving monster that ends up wearing an amulet of life saving (typically due to being polymorphed from the form they put it on with) will not use up the amulet if they die. Steeds Main article: Riding Certain pets can serve as steeds for your character if they have a saddle placed on them. Mounting a steed reduces their tameness, making it imperative to treat them well and keep them fed where possible. Strategy From a general outlook, having a tamed monster by your side can serve several useful purposes - they can help kill hostile monsters, detect cursed items, and even aid in stealing from shops without angering the shopkeeper. A pet can also kill a peaceful monster that you want a particular item from, such as a dwarf's pick-axe, without any penalties - you are not considered responsible for monsters that your pet kills. Pets can also enlighten newer players to certain aspects of the game, such as which corpses are (mostly) safe to eat and which monsters are safe to attack in melee. However, pets can also be a hassle to manage. If strong enough, they will attack peaceful monsters, such as aligned priests, that you want to keep alive; pets on the weaker side that are left to constantly pick fights may eventually end up killed. Additionally, unless given stealth in some manner they will wake up nearby monsters, particularly nymphs and leprechauns, that you would rather leave asleep. Pets can also snatch up corpses you were hoping to eat and get in the way of vital spells, wand shots or ranged attacks. The more pets you have, the more tedious it becomes to keep them with you, and the more the above problems multiply - though a magic whistle can alleviate many of them. One particular "quirk" with regards to pets is the relative weakness of most starting pets - falling rock traps and pits are enough to immediately kill an unfortunate kitten or little dog, and spectacularly unlucky players may see them die to a gecko or jackal. Players invested in their pet's survival may consider letting them finish off weak monsters like grid bugs or newts to quickly gain levels early on, so that it can become strong enough to survive the traps and encounters in the lower dungeon levels. Another important factor to remember is that pets only provide clues to non-fatal corpses and noncursed objects. This is generally more relevant to understanding the difference between "not cursed" and "safe to use-test" - the helmet your dog walked over with no trouble might be a dunce cap or helm of opposite alignment. Feeding pets Carnivorous pets are easy to feed, to the point that you have to prevent them from stealing corpses you want to eat; conversely, herbivorous pets are somewhat trickier to feed due to the relative lack of safe pet-friendly foodstuffs, and are more likely to become confused from hunger as a result. Trees such as the ones in most variants of Minetown can drop several fruits and vegetarian food items if kicked, though there is the risk of attracting killer bees or (in Minetown's case) angering the Watch; it is also possible to create them by polypiling comestibles. For horse owners in particular, a common trick usually employed by Knights is to allow the horse to reach starving levels of hunger, then leave the level for a while, and re-enter to toss the now-wild horse a treat, resetting its nutrition and tameness. Non-knights with a horse (or other steed that can be re-tamed this way) can instead opt to mount and dismount their steed repeatedly untill it un-tames. An inediate pet does not have to eat, but also cannot have its tameness increased with food; this makes inediate pets harder to keep tame, especially if you or they have the misfortune to step on a level-changing trap. Losing a vampire lord or Archon to a level teleporter is a terrible happenstance, not least because they will use whatever kit they were given against you. Caring for pets As pets are at their most vulnerable during their weaker stages, trap detection is a especially useful skill to hone in order to protect them. Actively leading your pet(s) rather then letting them "lead" you makes it easier to provide a clear path for it, whether or not you use them to detect traps - even stronger pets can be "threatened" by an inopportune trap door if it separates you from them long enough for the pet(s) to become hostile. For other non-relocating traps such as pits and bear traps, you want to #untrap the pet as soon as possible; be warned that unsuccessfully attempting to remove a bear trap will injure your pet, and if done repeatedly may kill it. When untrapping pets, make sure there is a safe square for them to access. Obtaining telepathy as soon as possible is an ideal goal for most pet owners in order to avoid abusing or killing them while blinded. Telepathy is also ideal to spot and eliminate digesting monsters such as purple worms, trappers and lurkers above, who can potentially engulf and kill your pet instantly. Pets are also vulnerable to polymorph traps, which in practice are as likely to turn them into a sessile mold or jelly as it is to turn them into something stronger. If you are hallucinating, try using the #chat command to figure out which of the strange beings around you is your pet. A less reliable option is to wait and see how the creature in question moves and whether or not it attacks you. Equipment for pets The best way to equip a pet is to gather the desired items and leave them in a dead end, then stand on them until your pet comes near; swap places with the pet and keep them standing over the pile until they picks up something and start using it. If a pet drops something they had been using, you will need to swap places again to pick up their old stuff. For replacing equipment, the best way to do that is in a 2-square long corridor with a locked door. As pets tend to avoid picking up items when you are nearby, this method may take a while; locking them in a closet will often be faster if you don't have any items to replace. Pets with high apport are more likely to pick up things if you are not within their sight - be sure the pet isn't carrying a key of its own. If you want your pet to keep a specific artifact, give it to it while it is carrying as few objects as possible. Armor and extrinsics A pet that can be armored should be given magic resistance, magic cancellation, and reflection. All items that work for the player also work for monsters that can wear them, with some notes and exceptions: Speed boots make monsters fast, but not very fast. An alchemy smock confers only poison resistance. Monster spellcasting is not hindered by metal armor. Dragon scales and dragon scale mail provide their extrinsics as usual, other armor properties than those discussed do not affect monsters. After deciding what extrinsics you can give your pet, the rest of their armor selection should be focused on improving 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. Pets can gain fire, cold, shock, sleep, poison, and disintegration resistances by eating corpses. This makes reflection a less crucial property, although death rays are still an issue, and puts inediate pets at a relative disadvantage. Equipment for pet owners There is a lot of equipment that can make pets more useful or make keeping them close easier. Magic whistles will bring all pets to as close to the player as possible. Eucalyptus leaves will act like magic whistles if blessed. A tin whistle is a fine substitute if neither is available. Stethoscopes will reveal information about your pet, including how injured it is, its level, and its maximum HP. Wands of probing will also give you this information and any equipment the pet is wearing, but they are less efficient due to their limited number of charges. Leashes will keep pets nearby. Saddles can be used to ride some pets. Riding gloves and boots will make applying a saddle easier. Carried treats will cause pets to stay close to the player; this can be annoying if they're always underfoot. Spells of (extra) healing for healing pets, charm monster for acquiring new pets, stone to flesh for making treats for carnivores and omnivores. The wand or spell of undead turning and the spell of stone to flesh can revive pets; they may revive hostile. The spell of detect monster and/or potion of monster detection to locate pets. The wand of speed monster or potions of speed to make pets fast. Potions of healing, extra healing, full healing, restore ability, and gain ability will all restore a monster to full hit points if it hits them (wielded or thrown). Hitting a pet with a wielded potion counts as abuse, however. Potions of unholy water will heal 2–12 HP for demons, undead, and lycanthropes. A key to lock your pet in a room or closet, so it can heal, or equip itself, or to have it not attack something you want kept alive. Some pets may be smart enough to pick up keys and unlock doors. A blindfold or towel if you have telepathy to locate your pets. A bag of holding (or a sack) is useful to carry all the other stuff and pet food, keep treats hidden, and to rob shops. Crystal balls, including the Orb of Fate and the Orb of Detection, can be used for detecting traps that could harm pets, and can be recharged indefinitely with the Platinum Yendorian Express Card; crystal balls are rather heavy to carry, however. Preferred pets The following is a list of monsters that make good pets. It is divided into two parts: the first consists of pets which a player might specifically work to obtain, for example through a wish or a polymorph trap. The second consists of pets that are useful (e.g. if you get them through a polytrap or magic trap), but not usually worth any extra effort to obtain. Worth the effort of trying to obtain The Archon is by general consensus the best all-around pet, with a high maximum level, powerful physical attacks, the ability to heal and haste itself, and its blinding gaze. They can fly, don't eat, and can wield weapons and wear some armor. Archons are rare to find and difficult to tame, however, and a hostile Archon is a dangerous foe to stand near as you repeatedly try to tame it. Monsters blinded by the Archon won't respect Elbereth, a possible concern for low-level characters. A "blessed figurine of an Archon" is a common first wish for pacifists, and is popular in general. They cannot be obtained from a polytrap, and therefore must be wished for or found, and they never leave corpses to revive. Ki-rin don't eat, can fly, and have superb attacks. In particular, it is noteworthy as it can take a saddle as well, making it an excellent mount, especially given that its high magic resistance and base level will prevent it from bucking you if you are generating conflict. They are best for a knight, as it will irrevocably lose one point of tameness each time a non-knight mounts it. Like Archons, ki-rin are not found via polytraps and never leave corpses. Titans have excellent base level, armor class, and magic resistance, are fast, can spell-cast, fly, wield a weapon, and wear non-body armor. They are too large to be engulfed, and so won't be instantly killed by digesting monsters, a common cause of death for Archons and ki-rin. They do eat, which, though sometimes an inconvenience, does mean their tameness will increase. Thus when you fall down a shaft that herd of pet Titans won't be wild by the time you find your way back. They can leave corpses to revive, and are large enough to always do so if their manner of death permits it. Titans can be obtained from a polymorph trap, and may be the strongest pet available by such means. Purple worms of high enough level can swallow and thus instantly kill almost any enemy. A pet worm can be leveled up quickly by setting it loose in a graveyard containing wraiths. Their engulfing attack is not subject to corpse-leaving odds. However, that means you need to keep them away from chameleons, doppelgangers, and green slime, which will transform your pet into something less effective. Digested monsters don't leave corpses for you to eat, nor any special drops they otherwise would, such as unicorn horns. Some powerful monsters such as Titans and dragons are too large to be engulfed. Balrogs have very powerful attacks, a high base level, and a good armor class. They're a valid polymorph form, making them more practical to acquire than Archons or ki-rin, and are inediate, so they'll be more available for combat than purple worms or Titans. Their base speed is fairly low. Nice to have if you get one Centaurs can use weapons and (some) armor, may be saddled and ridden, and are easy to keep fed. These are potentially excellent early pets for heroes with a charm monster spell or a Scroll of taming. Cockatrices can petrify many foes. They don't have much HP, however, and their low maximum level will prevent them from attacking tougher monsters. Consider using conflict to force your pet 'trice into combat (and watch your messages to be sure you aren't turning to stone). Dragons can fly, can serve as a mount, and have very good attacks. Silver and gray dragons are immune to death rays; the former is also immune to disintegration blasts, while the latter is immune to polymorph traps. Yellow dragons are stoning-resistant. In 3.6.0 and older versions, they only used their breath weapons in the presence of conflict, and then only in your direction; as of 3.6.1, pets are allowed to use a breath or spit weapon against hostile monsters.[24] Pet dragons can be obtained by polymorphing yourself and laying eggs; eggs hatch into baby dragons which can grow up to full size. Winged gargoyles can fly and also have decent AC and attacks; in addition, they are resistant to stoning and starvation. Winged gargoyles are very hard to get by egg-laying; most winged gargoyle eggs hatch into regular gargoyles, and gargoyles do not grow up to winged gargoyles. Jabberwocks, especially hasted, have excellent damage potential, and can fly and take a saddle. They lack resistances, though, and are thus vulnerable to being lost to traps, death or disintegration rays, and cockatrices. Arch-liches can reach terrifyingly high levels, are always by your side even without the aid of a magic whistle, can heal themselves, and have a powerful freezing touch attack. They are impotent against cold-resistant monsters, however, and frequently get in your way. Since they will always teleport to your side, it can be very difficult to prevent them from killing priests and shopkeepers. You cannot tame master- or arch-liches directly, but you can tame a lich or demilich and let it grow up. A Mastodon can substitute for a jabberwock as a pet. It has the same speed, and they have higher maximum level (30), which means more HP and being aggressive against more difficult enemies. Mastodons do in 8d8 damage instead of the jabberwock's 8d10, but that's still quite a lot. They're herbivores, so you can eat most of corpses they leave behind. Mind flayers do a lot of melee damage with their tentacle attacks, and can clear out monsters from a distance with their psychic blasts, which won't damage you as long as the flayer isn't hostile. A confused pet flayer could be disastrous, however, so make sure it has a unicorn horn. A psychic blast could also wake the Wizard of Yendor before you're ready to deal with him. Their very large number of attacks per turn also make them very weak to passive attacks—keep them away from jellies! Minotaurs are fast, hit very hard, and are guaranteed to appear on a maze-type level. They have 0 MR, so a scroll of taming is guaranteed to snare one on the first try (the spell of charm monster is of course dependent on your casting success rate). Skeletons don't breathe, don't eat, slow monsters, wield weapons, and will resist cold, sleep, poison, petrification, and wands and fingers of death. They are not randomly generated, but can be found in Orcus-town or produced by a polytrap or by polypiling unihorns. Trolls have good physical attacks, and if killed may revive tame. They may also revive hostile, however, so be careful. Make sure your other pets don't eat your former pet's corpse. Vampires and vampire lords don't breathe or eat, can fly, can wield all weapons and armor, and will regenerate. They are also immune to death rays. But in 3.6 vampires now spontaneously turn into fog clouds, wolves, and—especially—vampire bats and remain in that form unless defeated in battle. Wolves and vampire bats do eat (and move fast enough to steal corpses from you) but they are nearly useless in battle compared to vampires. You can keep a vampire pet in its true form with a ring of protection from shape changers. In addition, protection from shape changers is necessary to permanently change the form of a vampire or vampire lord - without it, polymorphing them will just result in them taking their vampire bat form, which can change again as normal. Messages Death There are a number of subtly different messages associated with the death of a pet. You hear the rumble of distant thunder... You killed it yourself. Penalty −15 alignment and −1 Luck. You hear the studio audience applaud! As above while hallucinating. You feel guilty about losing your pet like this. You displaced it causing it to drown or die. Penalty −15 alignment and an angry god. You feel sad for a moment. Pet starved to death. <pet> starves. Pet starved to death in your presence. You have a sad feeling for a moment, then it passes. Pet died in combat or due to a trap. You have a melancholy feeling for a moment, then it passes. Pet (light or sphere) exploded. You have a peculiarly sad feeling for a moment, then it passes. Pet turned to stone. You have a sad thought for a moment, then it passes. Pet (master) mind flayer ate the brain of Medusa. You have a strangely sad feeling for a moment, then it passes. Pet clay golem was canceled by a gremlin. You have a queasy feeling for a moment, then it passes. Pet purple worm, trapper, or lurker above swallowed one of the Riders. May <pet> rust in peace. Pet iron golem was hit by a rusting attack. May <pet> rot in peace. Pet wood golem was hit by a rotting attack. May <pet> roast in peace. Pet paper or straw golem was hit by a fire attack. Hunger <pet> is confused from hunger. Your pet is starving. It becomes confused from hunger, its maximum HP is reduced to 25%, and it has 250 more turns to live.[25] You feel worried about your <pet>. As above, but your pet is out of sight. Variants SLASH'EM Main article: Pet (SLASH'EM) SLASH'EM makes various changes to the pet-keeping system, adding god-granted minions as well as pets that can turn traitor; pets and other monsters in SLASH'EM that are polymorphed will also eventually return to their normal form upon being killed or after a certain amount of turns, much like the player would. GruntHack In GruntHack, hostile monsters will aggressively seek out your pets to attack them - this makes it much harder to keep early pets in particular alive. GruntHack also uses the same rules for polymorphing non-player monsters as SLASH'EM: polymorphed pets return to normal when they die or the polyform expires. AceHack AceHack implements ranged combat for pets; however, they currently die much faster than in vanilla, as monsters are more aggressive toward them. (This is planned to be fixed before release.) dNetHack dNetHack implements several changes and improvements for pets. Ranged combat and spellcasting is enabled for pets. Pets and hostile monsters will more actively seek out and attack each other. The total number of pets on the current dungeon level is limited to 1⁄3 the character's charisma score. If this limit is exceeded, the weakest pets will quickly untame, typically becoming peaceful. Charm monster and scrolls of taming are now single-target spells. The character can now take any item from a pet using the #loot command, and may equip pets with armor using the #equip command. Armor now has an intrinsic size. Most pieces of armor must be the same size and the creature you want to wear the armor. Armor of unspecified size is Medium (human) sized. Most armor found randomly in the dungeon is sized for humans. Body armor and helms also have an intrinsic shape. Most armor and helms found randomly in the dungeon are shaped for humanoids (no modifier displayed). Barded armor fits roughly animal-shaped creatures, such as dogs, cats, horses, lizards, and spiders. Barded helms fit creatures with long heads, such as dogs, cats, horses, lizards, and snakes. Segmented armor fits roughly-snake shaped creatures, mostly snakes and most nagas. Snakeneck helms fit creatures with snake-like heads and necks attached to non-snake bodies. Examples are serpent men of Yoth, serpent-necked lionesses, bandersnatches, and jabberwocks. Centaur armor fits creatures with humanoid torsos attached to roughly animal-shaped lower bodies, which includes proper centaurs as well as driders (sprow, however, have humanoid bodies). Snakeleg armor fits creatures with humanoid torsos attached to serpentine lower bodies. Examples include mariliths, salamanders, and ancient nagas. Snakeback armor fits creatures with combined serpentine and animal-like body plan. Deep Wyrms and Deep Wyrmlings are the only such creatures. A new skill, beast mastery, is implemented. Higher skill improves pets' damage and AC, and cause pets further away to follow you downstairs. The skill is trained by witnessing your pets engaging in combat. Convicts, droven priests, dwarven nobles and wizards can get basic beast mastery, knights, elven, droven nobles and tourist can get skilled, and healers, troubadours, nobles and rangers can get expert. Two new commands, #wait and #come allows you to tell a pet to stay on the current level or follow you between levels as normal. These are useful if you want to have a pet not follow you but find it difficult to do so because of the increased follow range due to high beast mastery skill. dNetHack preferred pets If wishing for a pet, the strongest non-unique angels are the best candidates. The counterpart of the vanilla Archon is the Throne Archon, a high-damage spellcaster that favors the lightning bolt spell and can buff itself. Its large size makes it harder find equipment for. A Light Archon fires volleys of 7 (magically created) silver arrows for high potential damage against demons, but its large size and irregular body shape make equipping one difficult. A Surya Deva frequently casts mass cure, healing all nearby peaceful monsters as well as the player. Independent dancing blade means it can attack multiple targets per turn. It also casts fire pillar. Its large size makes it harder to find equipment for, and each component of the Surya has a lower damage output than other choices. Fire damage is less useful than lightning. A Mahadeva deals very high single-target melee damage and has the highest base level (30). However, it's also incredibly dangerous to have as a pet. Its weapon attack will make repeated attacks until it finally misses, and conventional wisdom would be to give it gauntlets of dexterity maybe and a weapon with good to-hit. This is a really awful idea. If the Mahadeva gets confused you can very easily find yourself dead in a single turn unless you've got excellent AC (as in, "good even for end-game AC"). If you do, be careful to stay at range from your pet whenever possible. A Tulani Eladrin casts cold, shock, and fire damage spells, and its medium size means you can easily find and enchant a full set of armor for it. However, it can catch the player in fireball explosions. It has the lowest base level (18) and chooses spells randomly, so damage drops off against targets with resistances. It only uses one weapon attack per turn. An Ara Kamerel comes with a Kamerel Vajra and casts open wounds in combat, resulting in high single-target damage. It resists shock damage and petrification. It reincarnates using gold golems, though it reverts to level 15 in the process. Its large size makes it harder to find equipment for, and its speed of 9 is rather slow. It can be permanently killed by some enemies. An ancient of death inhales life and exhales death once per round, and is able to affect enemies through walls. However, its speed of 4 is very slow. An ancient of ice is a less useful version of the ancient of death, since more targets resist fire and ice. If searching the dungeon for endgame-capable pets: Lady Oona has a decent base level (20), and her medium size means you can easily find and enchant equipment for her. She can wield weapons and casts a strong elemental damage spell. However, she is slow (speed 9), and her elemental damage spell is either fire, lightning, or cold, chosen randomly at the start of the game. Medusa has a decent base level (20), and her medium size means you can easily find and enchant equipment for her, though her snake-like lower body does complicate matters. She can wield weapons and has numerous natural attacks. She constantly petrifies anything able to see her, though MC3 armor will block this effect. Grue has a decent base level (20) and is very fast in the dark, with very high damage. It has a digestion attack and can be ridden. Its nonstandard body-type makes it unable to equip most types of armor, however. It can sometimes get itself killed by using its digestion attack. A strong Darkness given hunger can be a surprisingly effective pet in the end game, particularly for players with a high pet cap, as enemy monsters with iron weapons will constantly divide your pet to create a small army around you. You will most likely want a means of mass healing your pets to keep them in good condition, such as the Troubadour's Meditative Healing song or the mass healing spell, and you will also need a ring of slow digestion to ward off engulfing attacks from any confused pets or pets that turn on you as pudding division causes you to exceed your pet cap. FIQHack In FIQHack, pets actively seek out hostile monsters to pursue. Applying a tin whistle will temporarily disable this behavior. When considering what equipment to wear, you can throw items to intelligent, non-paralyzed pets to force them to pick them up. Pets will prefer items thrown at them over anything else - the more recently thrown, the better. See also Apport – a measure of a pet's willingness to fetch items Tameness – a measure of a pet's loyalty to its owner Growing up – for information about pet advancement External links What are the best pets? by Kevin Hugo How to make your pet follow you References ↑ mkobj.c in NetHack 3.6.0, line 902: Figurines follow normal monster generation, but with humans forbidden ↑ dogmove.c in NetHack 3.4.3, line 91 ↑ dogmove.c in NetHack 3.4.3, line 223 ↑ dogmove.c in NetHack 3.4.3, line 671 ↑ uhitm.c in NetHack 3.4.3, line 318 ↑ uhitm.c in NetHack 3.4.3, line 338 ↑ dogmove.c in NetHack 3.4.3, line 624 ↑ dogmove.c in NetHack 3.4.3, line 616 ↑ dogmove.c in NetHack 3.4.3, line 622 ↑ dogmove.c in NetHack 3.4.3, line 617 ↑ dogmove.c in NetHack 3.4.3, line 620 ↑ dogmove.c in NetHack 3.4.3, line 621 ↑ dogmove.c in NetHack 3.4.3, line 627 ↑ Pets still will not attack peaceful monsters if below 25% health. This contradicts a comment in the source code implying the peaceful-monster check applies to all monsters. ↑ src/mon.c in NetHack 3.6.6, line 2474 ↑ src/mon.c in NetHack 3.6.6, line 2505 ↑ wary_dog ↑ makemon.c in NetHack 3.6.1, line 1775 ↑ src/makemon.c in NetHack 3.6.0, line 1700 ↑ dog.c in NetHack 3.4.3, line 722 ↑ worn.c in NetHack 3.4.3, line 463 ↑ hack.h in NetHack 3.4.3, line 284 ↑ src/weapon.c in NetHack 3.6.6, line 638 ↑ 24.0 24.1 src/dogmove.c in NetHack 3.6.1, line 1118 ↑ dogmove.c in NetHack 3.4.3, line 235 This page may need to be updated for the current version of NetHack. It may contain text specific to NetHack 3.6.2. Information on this page may be out of date. Editors: After reviewing this page and making necessary edits, please change the {{nethack-362}} tag to the current version's tag or {{noversion}} as appropriate. </pet></pet></pet></pet></pet></pet></item></pet></random>
# User:Skull Hello I am skull welcome to the the grave please feel free to talk to me on my talk page. As always keep your guard up and happy hacking. (talk)
# Talk:Trollsbane I've seen it spawned in Dungeon Levels 7+, just laying on the floor. It's been uncursed everytime I've picked it up off the floor. Bibleillness 18:37, 18 February 2009 (UTC) it just spawned for me on Dlevel=3 {{SUBST:User:Corhen/SigX}} 02:21, 23 April 2009 (UTC) Spawned Dlvl2 for me as well. 65.188.210.238 00:11, October 24, 2009 (UTC) Just found it on dungeon level one (spawned) - 21/05/10 - as a Valkyrie 80.47.110.187 08:42, May 21, 2010 (UTC) It was also blessed, not uncursed. 80.47.110.187 08:45, May 21, 2010 (UTC) Found on dungeon Level 3 (main) in a shop. The shopkeeper wants 1,064 zorkmids. --Bifph (talk) 16:02, 3 June 2015 (UTC)
# User talk:Seaivyleaf Welcome! Welcome! Hi, Seaivyleaf! Welcome, and thanks for joining NetHackWiki! The How to help and Style guide pages are excellent starting points. Special:Recentchanges is a great first stop, because you can see what other people are editing right this minute, and where you can help. Questions? Need help? You can ask at the Community Portal, the forum, or on the discussion page associated with each article! Just remember to sign those posts with four tildes: ~~~~. That will expand to create a signature. You can put {{NAOplayer|NAO player account}} on your user page to link to your NAO player account. Capitalization matters. We are really happy to have you here, and look forward to working with you! This is an automated greeting. -- The Welcome Bot 14:59, 23 Jul 2023 (UTC)
# Talk:Healthstone Do these stack with regeneration, or does regeneration make these useless? I'm carrying the Hand of Vecna - is there additional benefit from carrying a half-dozen blessed healthstones? ——Emdoub (talk) 15:19, 30 September 2019 (UTC)
# Talk:Bribe Contents 1 Excalibur and princes 2 Bribing soldiers 3 Minetown Watch 4 Demon princes? Excalibur and princes From experience, wielding excalibur prevents bribery both at level generation and initial meeting. The prince is normally generated peaceful but I've seen them generated hostile according to telepathy if I was wielding ex. And if he was peaceful but I approach wielding ex, he goes hostile. I could be misremembering and I can't test this as I don't have wizard mode for a few days. -- Qazmlpok 00:45, 26 December 2010 (UTC) Yes, the relevant source code lines seem to be makemon.c, line 1050 for level generation and minion.c, line 147 for meeting. --Ilmari Karonen 11:20, 26 December 2010 (UTC) Bribing soldiers It does not seem to be possible to bribe soldiers via the #chat command like this article states, but the throwing of gold does work. --Kdgarris 18:44, 22 March 2012 (UTC) Indeed. I'm not seeing anything special in the source code beyond multiple messages when #chatting. -- Qazmlpok 21:30, 22 March 2012 (UTC) Minetown Watch Do I remember correctly that pacifying a shopkeeper in Minetown will also pacify any angry watchpeople? Perhaps there should be a note. --195.157.154.29 12:45, 8 November 2012 (UTC) Agreed. I went ahead and added it. -Ion frigate (talk) 15:30, 8 November 2012 (UTC) Demon princes? But how much will demon princes demand? 21-80 times your visible gold divided by 100; half as much if you match the prince's alignment? I tried carrying 1 gold, which made him angry; with 2, he asked for 1.__Train (talk) 12:21, 23 July 2015 (UTC) I was wondering how little gold I could get away with carrying in open inventory for demon bribes. Amazed that you can actually pay them off with a single zorkmid (assuming you're carrying two). I'll have to try that next time. Funcrunch (talk) 06:34, 13 March 2016 (UTC) 5 if cross aligned, 10 if coaligned. Anything smaller has a chance of becoming 0 after division (which rounds down). 1 visible gold will always yield a bribe of 0 (and therefore make the demon angry). 2 visible gold will make him angry 37.5% of the time (98.8% if coaligned). -- Qazmlpok (talk) 14:31, 13 March 2016 (UTC) Good to know. Since I generally don't carry any money below the Valley of the Dead, I've gotten in the habit of just picking up the first pile of gold pieces I see when I arrive on Asmodeus and Baalzebub's levels. I didn't even know they were bribable for a long time because in my early games I was usually wielding Excalibur. Funcrunch (talk) 18:40, 13 March 2016 (UTC)
# Ant Ants are a group of insectoid monsters in NetHack represented by the overall symbol a. Due to their high intrinsic speed and somewhat powerful attacks, as well as appearing in small groups, they result in the deaths of many inexperienced players, leading to their proverbial nickname of Team Ant. Aligned priests often summon insects such as ants and bees in combat. If the entire a monster class is genocided, angry priests and priestesses will summon snakes instead of insects. Contents 1 Team Ant 1.1 Giant ants 1.2 Soldier ant 1.3 Fire ant 2 Strategy 3 Eating the corpses 4 SLASH'EM 5 Origin 6 Encyclopedia entry Team Ant Team Ant is comprised of giant ants, soldier ants, and fire ants. Whether killer bees, queen bees, and giant beetles are a member of Team Ant is a point of contention; while they share the a glyph, they aren't actually ants. Furthermore, killer bees appear in huge swarms and are at least as formidable as giant ants, who are usually seen in smaller groups outside of an anthole. Since soldier ants are the third highest single cause of death on nethack.alt.org, it has become something of a cliche to say "Go team a!" or "Go Team Ant!" on NAO's IRC channel, #nethack on Libera, and other areas whenever Rodney announces a death by the hands of a soldier ant. Giant ants a giant ant Difficulty 4 Attacks Bite 1d4 a giant ant Difficulty 4 Attacks Bite 1d4 Base level 2 Base experience 20 Speed 18 Base AC 3 Base MR 0 Alignment 0 (neutral) Frequency (by normal means) 3 (Rare) Genocidable yes Weight 10 Nutritional value 10 Size tiny Resistances none Resistances conveyed none A giant ant: has no hands. is an animal. can lay eggs. is carnivorous. is normally generated hostile. normally appears in small groups. Reference monst.c#line104 giant ant (alternate tilesets) Default (32x32) Absurd (128x128) RLTiles PixelHack NeXTSTEP Abigaba Geoduck lagged The giant ant, a, is the weakest of the ants, but still a frequent cause of early deaths due to its speed and tendency to appear in groups. Soldier ant a soldier ant Difficulty 6 Attacks Bite 2d4, Sting 3d4 poison a soldier ant Difficulty 6 Attacks Bite 2d4, Sting 3d4 poison Base level 3 Base experience 37 Speed 18 Base AC 3 Base MR 0 Alignment 0 (neutral) Frequency (by normal means) 2 (Quite rare) Genocidable Yes Weight 20 Nutritional value 5 Size Tiny Resistances Poison Resistances conveyed Poison (20%) A soldier ant: has no hands. is an animal. can lay eggs. is poisonous to eat. is carnivorous. is normally generated hostile. normally appears in small groups. Reference monst.c#line116 The soldier ant, a, is very deadly and poisonous, and can deal severe damage even to characters with poison resistance, as they share the giant ant's intrinsic speed and tendency to appear in groups. As mentioned previously, they are one of the top causes of death on the NAO server. Soldier ants are poisonous to eat. Fire ant a fire ant Difficulty 6 Attacks 2d4 bite; 2d4 fire a fire ant Difficulty 6 Attacks 2d4 bite; 2d4 fire Base level 3 Base experience 34 Speed 18 Base AC 3 Base MR 10 Alignment 0 Frequency (by normal means) 1 (Very rare) Genocidable yes Weight 30 Nutritional value 10 Size tiny Resistances fire Resistances conveyed fire (20%) A fire ant: has no hands. is an animal. can lay eggs. is carnivorous. is normally generated hostile. can be seen through infravision. normally appears in small groups. Reference monst.c#line122 The fire ant, a, is another member of Team Ant that causes the deaths of many an inexperienced player due to its high intrinsic speed and fire attacks; although not as immediately deadly as the soldier ant, the fire damage poses a threat to the player's inventory and armor as well. Strategy There are several strategies for players who encounter ant swarms early in the game: Ants are much faster than most low-level characters, so try to get into a corridor as soon as possible so you don't get surrounded. Use a long-range weapon (such as a wand of magic missile) because it has a chance of killing more than one of the now lined-up monsters. If you are skilled enough with a ranged weapon, firing multiple projectiles also has a chance of killing multiple lined-up ants. Run to the stairway (hopefully, the stairway up) as soon as the ant is spotted. If possible, disable the ant (perhaps with a wand of sleep) before fleeing. Since ants are very fast, use any escape items or spells that will help you get to the stairs more quickly. It's important to ensure that you are not burdened, to maximise your own speed. A wand of slow monster is very effective, decreasing ants' speed to 12 (same as an unburdened player's speed), allowing a player to escape a trailing ant without it getting any attacks in. Close doors to block the ants, if you are strong. Weak characters might not be able to close the door in time. Another option is to engrave Elbereth. Ants are frightened by Elbereth. A fleeing ant is less deadly than one attacking you. With Elbereth, you can use the spare turns to attack the ant in melee, throw weapons, cast spells, or find an escape route. If you must fight them, attack the ant with your best items or spells. Now might be the time to use your offensive wands against the ant. (A wand of striking is likely to miss the ant; it is a poor choice.) Zapping an unidentified wand at a monster can be risky, but might pay off if you can use it to attack or get away. If you've exhausted all possible options, try reading an unknown scroll. It may be a scroll of teleportation or earth. This is even riskier. Cursed scrolls and spellbooks can sometimes cause teleportation, but cannot be relied upon to do so. Use this strategy only as a last resort. If you get away, don't return to the area until you're confident you can survive the conflict. Eating the corpses Giant ant corpses are non-poisonous. Soldier ant corpses are poisonous and can grant poison resistance. Eating the corpse of a fire ant has a 20% chance of giving you the fire resistance intrinsic, and is a common source in the absence of red dragons and fire giants. SLASH'EM SLASH'EM adds the snow ant, the cold-based version of the fire ant. Origin The soldier ant is a nickname given to army ants in real life. Although it is possible that humans have been killed by army or driver ants, it is extremely unlikely, as they are little bigger than ordinary ants. They do, however, travel in very large groups. Fire ants are real ants. They are many species of fire ants. They are usually red/reddish, very aggressive and their sting (from their abdomen) feels like a burn. Encyclopedia entry This giant variety of the ordinary ant will fight just as fiercely as its small, distant cousin. Various varieties exist, and they are known and feared for their relentless persecution of their victims. This page may need to be updated for the current version of NetHack. It may contain text specific to NetHack 3.6.2. Information on this page may be out of date. Editors: After reviewing this page and making necessary edits, please change the {{nethack-362}} tag to the current version's tag or {{noversion}} as appropriate.
# Metroid Metroids are a group of monsters in dNetHack. They belong to the trapper or lurker above monster class, which has been renamed the trapper, lurker, or metroid class. All forms of metroid except the baby metroid have life drain attacks of varying potency, in addition to other physical and elemental (acidic, shocking) attacks. Death rays will not kill metroids (except baby metroids). Instead, the energy will stimulate the metroid to bud or divide, creating one or more new metroids or baby metroids, depending on the development stage of the parent metroid. Contents 1 Baby metroid 2 Metroid 3 Alpha metroid 4 Gamma metroid 5 Zeta metroid 6 Omega metroid 7 Metroid queen 8 Encyclopedia entry Baby metroid t baby metroid Difficulty 2 Attacks Bite 1d2 physical t baby metroid Difficulty 2 Attacks Bite 1d2 physical Base level 1 Base experience 8 Speed 9 Base AC 7 Base MR 0 Alignment 0 (neutral) Frequency (by normal means) 0 (Not randomly generated) Genocidable No Weight 72 Nutritional value 20 Size tiny Resistances fire, poison, acid Resistances conveyed A baby metroid: can fly. can survive underwater. does not breathe. cannot pick up items. has no eyes. has no hands. has no limbs. has no head. regenerates HP quickly. is poisonous to eat. does not eat. (*) is not a valid polymorphable form. is neither male nor female. is normally generated peaceful. wanders randomly. has infravision. can be seen through infravision. never leaves a corpse. cannot be tamed. Baby metroids are the weakest form of metroid, and are not normally generated. Metroid eggs hatch into baby metroids. If a metroid egg hatches in your inventory, the resulting baby metroid will always be tame. Baby metroids are too young to divide, and will therefore die if zapped with a wand of death. They also do not have a life-draining bite. Metroid t metroid Difficulty 7 Attacks Bite 1d4 life drain, Claw 1d1 sticky t metroid Difficulty 7 Attacks Bite 1d4 life drain, Claw 1d1 sticky Base level 5 Base experience 136 Speed 10 Base AC 5 Base MR 0 Alignment 0 (neutral) Frequency (by normal means) 2 (Quite rare) Genocidable No Weight 145 Nutritional value 40 Size small Resistances fire, poison, acid Resistances conveyed A metroid: can fly. 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. regenerates HP quickly. is poisonous to eat. does not eat. (*) is neither male nor female. is normally generated hostile. can follow you to other levels. is nasty. has infravision. can be seen through infravision. never leaves a corpse. cannot be tamed. The most recognizable form of metroid. Only 21 will appear in the dungeon. If zapped with a wand of death, a metroid divides to form a second metroid. Alpha metroid t alpha metroid Difficulty 11 Attacks Bite 1d8 life drain t alpha metroid Difficulty 11 Attacks Bite 1d8 life drain Base level 9 Base experience 290 Speed 11 Base AC 3 Base MR 10 Alignment 0 (neutral) Frequency (by normal means) 2 (Quite rare) Genocidable No Weight 290 Nutritional value 80 Size small Resistances fire, poison, acid Resistances conveyed An alpha metroid: can fly. can survive underwater. does not breathe. cannot pick up items. has no hands. has no limbs. has a thick hide. is poisonous to eat. does not eat. (*) is neither male nor female. is normally generated hostile. can follow you to other levels. is nasty. has infravision. can be seen through infravision. never leaves a corpse. cannot be tamed. At most 45 alpha metroids will appear in the dungeon. If zapped with a wand of death, an alpha metroid will bud off a baby metroid. Gamma metroid t gamma metroid Difficulty 16 Attacks Bite 1d12 life drain, Touch 1d6 shock t gamma metroid Difficulty 16 Attacks Bite 1d12 life drain, Touch 1d6 shock Base level 13 Base experience 448 Speed 12 Base AC 1 Base MR 20 Alignment 0 (neutral) Frequency (by normal means) 2 (Quite rare) Genocidable No Weight 1450 Nutritional value 400 Size medium Resistances fire, poison, acid Resistances conveyed A gamma metroid: can fly. can survive underwater. does not breathe. cannot pick up items. has no hands. has a thick hide. is poisonous to eat. does not eat. (*) is neither male nor female. is normally generated hostile. can follow you to other levels. is nasty. has infravision. can be seen through infravision. never leaves a corpse. cannot be tamed. At most 48 gamma metroids will appear in the dungeon. If zapped with a wand of death, a gamma metroid will bud off a baby metroid. Zeta metroid t zeta metroid Difficulty 23 Attacks Bite 2d8 life drain, Spit 2d8 acid t zeta metroid Difficulty 23 Attacks Bite 2d8 life drain, Spit 2d8 acid Base level 19 Base experience 731 Speed 15 Base AC −1 Base MR 30 Alignment 0 (neutral) Frequency (by normal means) 2 (Quite rare) Genocidable No Weight 2900 Nutritional value 800 Size medium Resistances fire, poison, acid Resistances conveyed A zeta metroid: can fly. can phase through walls. can survive underwater. does not breathe. has a thick hide. is poisonous to eat. does not eat. (*) is neither male nor female. is normally generated hostile. can follow you to other levels. is nasty. has infravision. can be seen through infravision. never leaves a corpse. cannot be tamed. Only 9 zeta metroids will appear in the dungeon. If zapped with a wand of death, a zeta metroid will bud off a metroid. Omega metroid t omega metroid Difficulty 33 Attacks Bite 2d10 physical, Claw 2d4 life drain, Claw 2d4 life drain, Breath weapon 4d4 shock t omega metroid Difficulty 33 Attacks Bite 2d10 physical, Claw 2d4 life drain, Claw 2d4 life drain, Breath weapon 4d4 shock Base level 27 Base experience 1231 Speed 12 Base AC −5 Base MR 50 Alignment 0 (neutral) Frequency (by normal means) 2 (Quite rare) Genocidable No Weight 7250 Nutritional value 2000 Size large Resistances fire, poison, acid Resistances conveyed An omega metroid: can fly. can phase through walls. can survive underwater. does not breathe. has a thick hide. is poisonous to eat. does not eat. (*) is a giant. is neither male nor female. is normally generated hostile. can follow you to other levels. is nasty. has infravision. can be seen through infravision. never leaves a corpse. cannot be tamed. At most 21 omega metroids will appear in the dungeon. If zapped with a wand of death, it will bud off a metroid. Metroid queen t metroid queen Difficulty 43 Attacks Bite 2d12 life drain, Bite 2d12 life drain, Engulf 2d12 digestion, Breath weapon 5d4 acid t metroid queen Difficulty 43 Attacks Bite 2d12 life drain, Bite 2d12 life drain, Engulf 2d12 digestion, Breath weapon 5d4 acid Base level 35 Base experience 1939 Speed 10 Base AC −9 Base MR 70 Alignment 12 (lawful) Frequency (by normal means) 1 (Very rare) Genocidable Yes Weight 14500 Nutritional value 4000 Size huge Resistances fire, poison, acid Resistances conveyed A metroid queen: can fly. can phase through walls. can survive underwater. does not breathe. has no hands. has a thick hide. can lay eggs. is poisonous to eat. does not eat. (*) is female. is normally generated hostile. can follow you to other levels. is nasty. is strong. has infravision. can be seen through infravision. appears only in Gehennom. never leaves a corpse. cannot be tamed. Only 3 metroid queens will appear in the dungeon. Metroid queens wander around their dungeon level, laying eggs at irregular intervals. If zapped with a wand of death, a metroid queen will bud off three metroids. A tame metroid queen will revert to peaceful at the start of her next turn. Encyclopedia entry Metroids appear to be able to sense the life energy of their prey as they have no visible sensory organs. In their natural life cycle, Metroids gradually metamorphose to take a somewhat reptilian form, growing a hard organic shell, a head, and limbs, eventually shedding their gelatinous membrane completely. The shell removes their weakness to cold temperatures. The egg-laying Metroid Queen appears to be the only form in which Metroids can normally reproduce, although many Metroid bioforms can divide almost instantaneously when exposed to certain kinds of high-energy radiation.
# Forum:Demogorgon summoned in Sanctum &lt; Forum:Watercooler I am in the sanctum for Moloch, and I think a nalfeshnee summoned Demogorgon. What should I do? Right now, I am standing on a burned Elbereth on the upstairs...--Jubilex Stay on the burned Elbereth on the upstares. It's very important that you stay on it, otherwise, demogorgon will kill you for sure. Get out a scare monster scroll in case you mess up. Just stay there and keep hitting him until he dies. Also check your status, in case you got ill. Be careful of summoned Minotaurs, and other stuff that ignore Elbereth.--Quantum Immortal (talk) 22:09, 25 August 2015 (UTC) Thanks! He (nicely) brought me the amulet. Jubilex (talk) 23:29, 25 August 2015 (UTC)
# File:Rust monster.png File File history File usageNo higher resolution available. Rust_monster.png ‎(16 × 16 pixels, file size: 221 bytes, MIME type: image/png) A 16x16 vanilla NetHack tile of the monster 'rust monster'. File history Click on a date/time to view the file as it appeared at that time. Date/TimeThumbnailDimensionsUserComment current10:12, 1 August 200616 × 16 (221 bytes)BotFenix (talk | contribs)A 16x16 vanilla NetHack tile of the monster 'rust monster'. Category:16x16 tiles You cannot overwrite this file. File usage The following 16 pages uses this file: List of vanilla NetHack tiles Monster Monsters (by size) NetHack 3.2.0 NetHack 3.2.1 NetHack 3.2.2 NetHack 3.2.3 NetHack 3.3.0 NetHack 3.3.1 NetHack 3.4.0 NetHack 3.4.1 NetHack 3.4.2 NetHack 3.4.3 NetHack 3.6.0 NetHack 3.7.0 Rust monster
# Tourist quest The Tourist quest pits you against the Master of Thieves for the Platinum Yendorian Express Card. For more information on the quest branch in general, see the quest article. Home level Ankh-Morpork Locate level The Thieves' Guild Hall Goal level The Shades Leader Twoflower Guardians guides Nemesis The Master of Thieves Quest Artifact The Platinum Yendorian Express Card Contents 1 Levels 1.1 Ankh-Morpork 1.2 Upper filler level 1.3 The Thieves' Guild Hall 1.4 Lower filler level(s) 1.5 The Shades 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%) giant spider 24/175 (14%) random s 24/175 (14%) forest centaur 6/175 (3%) random C 1/7 (14%) normal random monster Ankh-Morpork &nbsp;.......}}....---------..---&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;-----...&nbsp;........}}...|.......|..|.|-----------------------------------------|...|...&nbsp;.........}}..|.grave.|..|.|......|.@....|.......@.....|......|......|...|...&nbsp;..........}}.|.......|..|.|..@...+....@.+....@.....@..+..@...+..\.&gt;.|...|...&nbsp;...........}}}..........|.|.....@|......|........@....|......|@...@.|...|...&nbsp;.............}}.........|.-----S----S----S----------S-----S---------|...|...&nbsp;..............}}}.......|...............................................|...&nbsp;................}}}.....----S------++--S----------S----------S-----------...&nbsp;..................}}...........&nbsp;&nbsp;&nbsp;&nbsp;@@&nbsp;&nbsp;&nbsp;&nbsp;...................................&nbsp;......-------......}}}}........}}};..;}}}..}}}}..}}}}.......................&nbsp;......|.....|.......}}}}}}..}}}}&nbsp;&nbsp;&nbsp;..&nbsp;&nbsp;&nbsp;}}}}..};}}..}}}.....................&nbsp;......|.....+...........}}}}};........................}}}..}}}}..}}}..}}}...&nbsp;......|.....|...........................................}}}}..;}}..}}}}.}}}}&nbsp;......-------...............................................................&nbsp;....................................................................^.......&nbsp;...-------......-------.....................................................&nbsp;...|.....|......|.....|.....................................................&nbsp;...|.....+......+.....|.....................................................&nbsp;...|.....|......|.....|.....................................................&nbsp;...-------......-------..................................................... The two-way magic portal back to the Dungeons of Doom is at the marked point. Twoflower occupies the throne, where there is also a chest; there are eleven guides distributed among the five rooms within the town walls. Outside the gate are two watchmen; in the river are two piranhas, two krakens, and a giant eel; in addition to the usual undead in the marked graveyard, there are twelve giant spiders, eight forest centaurs, two random s and one random C on the level, and nine random traps. The entire level is no-teleport and has undiggable walls and floor. Upper filler level This is a cavern level, with five soldiers, a random C, and a random H; seven random objects; and four random traps. The Thieves' Guild Hall &nbsp;----------------------------------------------------------------------------&nbsp;|....|......|..........|......|......|...|....|.....|......|...............|&nbsp;|....|......|.--------.|......|......|.|.|....|..}..|......|.------------..|&nbsp;|grav|--+----.|......|.|-S---+-+-----|.|.S....|.....----+---.|...shop...+..|&nbsp;|....|....&lt;...|.shop.|.|...|.........|.--------..............|..........|-+|&nbsp;|....+...}}...+......|.|...|.-------.|..............---+----------------|&gt;.|&nbsp;|-----........--------.-----.|.....|......------+--.|.......|...........|--|&nbsp;|............................|.....|.---+-|.......|.|.......|...........|..|&nbsp;|-----.....---------------...---+---.|....|.......|.------------+--------..|&nbsp;|....+.....+.........S...|...........|....|--------........................|&nbsp;|....|.....|barracks.|...|.----------|....|.........---------.------------.|&nbsp;|....|.....|-------------|.|......|..+....|--------.|.......|.+......S.\.|.|&nbsp;|....|.....+.........S...|.|......|..|....|.......|.|..zoo..|.|......|.?.|.|&nbsp;|--------..|.........|----.-+-------------------+--.|.......+.|----------|.|&nbsp;|.......+..-----------.........|.........|..........|.......|.|..........|.|&nbsp;|.......|..............---+---.|.temple..|.-----+-----------|.|.barracks.|.|&nbsp;|---------+----+-------|.....|.|.........|.|........|.|.....+.|..........+.|&nbsp;|...........|........|.S.....|.-----+-----.----------.|.....|.------------.|&nbsp;|..barracks.|........|.|.....|........................|.....|..............|&nbsp;---------------------------------------------------------------------------- In addition to the usual occupants of the three barracks, the two general stores, the zoo, and the graveyard, there are sixteen giant spiders and two random s on the level; the marked temple is abandoned (without even an altar remaining). There are nine random traps, and fourteen random objects; in addition, there are two blank scrolls next to the throne (toilet paper...). The entire level has undiggable walls and floor. Teleportation is permitted. Lower filler level(s) These are cavern levels, with two captains, one soldier, two random H, one random s, and one random C; eleven random objects; and four random traps. The Shades &nbsp;----------------------------------------------------------------------------&nbsp;|...@.....|barracks.|..........|..|&nbsp;|.................|........|........|..|&nbsp;|.........|.........|..........|..|&nbsp;|....--------.....|........|........|..|&nbsp;|------S--|--+-----------+------..|&nbsp;|....|......|.....|........|........|..|&nbsp;|.........|.......................|&nbsp;|....|......+.....--+-------------+--..|&nbsp;|barracks.|.......................|&nbsp;|....|......|..........................|&nbsp;|-S-----S-|......----------.......|&nbsp;|....|......|..........................|&nbsp;|..|..|...|......|.K..K...|.......|&nbsp;|....-----------.........----..........|&nbsp;|.&amp;+..+.&amp;.|......|.K......|.......|&nbsp;|....|.........|.........|}}|.....&lt;....|&nbsp;|..|..|...|......+..K.K.K.|.......|-|....|.........+.........|}}|..........|&nbsp;|..|..|...|......|........|[email protected]....|.........|.........----..........|&nbsp;|---..----|......|.K..K.K.|.......|-|....|.........|.......................|&nbsp;|.........+......|+#-+#-+#|.......|&nbsp;|....-----------.......................|&nbsp;|---..----|......|.@|@.|@.|.......|&nbsp;|......................--------------..|&nbsp;|.&amp;|..|.&amp;.|......--#-#--#--.......|&nbsp;|......................+....shop....|..|&nbsp;|..+..+...|.......................|&nbsp;|--.---...-----+-----..|............|..|&nbsp;|--|..----|--+-----------+------..|&nbsp;|.....|...|.........|..|------------|..|&nbsp;|.&amp;+..+.&amp;.|.........|..........|..|&nbsp;|grave|...|.........|..+....shop....|..|&nbsp;|..|..|...|barracks.|..........|..|&nbsp;|.....|...|.........|..|............|..|&nbsp;---------------------------------------------------------------------------- The Master of Thieves, with the Bell of Opening and the Platinum Yendorian Express Card, occupies the northwest room. The marked locations have their usual occupants (three barracks, two general stores, one graveyard); in addition, the four rooms to lower left have one incubus each, the two rooms at centre left have one succubus each, and the police station in the centre of the left half contains a Kop Kaptain, three Kop Lieutenants, and five Keystone Kops, with each of the three attached cells containing one prisoner. There is also a watchman just inside the left secret door at the halfway division, and randomly placed on the level are sixteen giant spiders and two random s; fourteen random objects; and six random traps. The entire Shades has undiggable walls; teleportation is permitted. Messages Entry First time: You breathe a sigh of relief as you find yourself back in the familiar surroundings of Ankh-Morpork. You quickly notice that things do not appear the way they did when you left. The town is dark and quiet. There are no sounds coming from behind the town walls, and no campfires burning in the fields. As a matter of fact, you do not <see|sense> any movement in the fields at all, and the crops look as though they have been untended for many weeks. Next time: Once again, you are back at Ankh-Morpork. If already rejected twice due to bad alignment: You are back at Ankh-Morpork. Things appear to have become so bad that you fear that soon Ankh-Morpork will not be here to return to. Quest guardians If #chatting before the quest is complete: "Gehennom on 5 zorkmids a day -- more like 500 a day if you ask me." "Do you know where I could find some nice postcards of The Gnomish Mines?" "Have you tried the weird toilets?" "Don't stay at the Inn, I hear the food is terrible and it has rats." "They told me that this was the off season!" If #chatting after the quest is complete: "Gehennom on 5 zorkmids a day -- more like 500 a day if you ask me." "Do you know where I could find some nice postcards of The Gnomish Mines?" "Have you tried the weird toilets?" "If you stick around, I'll show you the pictures from my latest trip." "Did you bring me back any souvenirs?" Quest leader When you first meet your quest leader: "Is it really you, <playername>! I had given up hope for your return. As you can <see|sense>, we are desperately in need of your talents. Someone must defeat the Master of Thieves if our town is become what it once was. "Let me see if you are ready to be that someone." When you return, having been rejected due to lack of experience: "Things are getting worse, <playername>. I hope that this time you are ready." This message is not currently used: "I hope that for the sake of Ankh-Morpork you have prepared yourself this time." When you are expelled from the quest for having failed the alignment test seven times: "It is too late, <playername>. You are not even worthy to die amongst us. Leave Ankh-Morpork and never return." When being rejected due to lack of experience: "There is still too much that you have to learn before you can undertake the next step. Return to us as a proven Traveler, and perhaps then you will be ready. "Go back now, and may the teachings of The Lady serve you well." When being rejected due to having worse than pious alignment: "It would be an affront to The Lady to have one not true to the neutral path undertake her bidding. "You must not return to us until you have purified yourself of these bad influences on your actions. Remember, only by following the neutral path can you hope to overcome the obstacles you will face." When finally assigned the quest: "You have indeed proven yourself a worthy Tourist, <playername>. "But now your kinfolk and I must ask you to put aside your travels and help us in our time of need. After you left us we elected a new mayor, the Master of Thieves. He proved to be a most heinous and vile creature. "Soon after taking office he absconded with the Platinum Yendorian Express Card and fled town, leaving behind his henchmen to rule over us. In order for us to regain control of our town, you must enter the Thieves' Guild Hall and recover the Platinum Yendorian Express Card. "Do not be distracted on your quest. If you do not return quickly I fear that all will be lost. Let us both pray now that The Lady will guide you and keep you safe." Encouragement If you subsequently chat to your quest leader, you are encouraged: "Do not be fooled by the false promises of the Master of Thieves." "To enter the Thieves' Guild Hall you must pass many traps." "If you do not return with the Platinum Yendorian Express Card, your quest will be in vain." "Do not be afraid to call upon The Lady if you truly need help." "If you do not destroy the Master of Thieves, he will follow you back here!" "Take the Platinum Yendorian Express Card from the Master of Thieves and you may be able to defeat him." "You must hurry, <playername>!" "You are like a <son|daughter> to me, <playername>. Do not let me down." "If you are neutral at all times you may succeed, <playername>." "Let all who meet you on your journey know that you are on an quest for Twoflower and grant safe passage." Locate and goal levels When first entering the locate level: Only your faith in The Lady keeps you from trembling. You <see|sense> the handiwork of the Master of Thieves' henchlings everywhere. When returning: You know that this time you must find and destroy the Master of Thieves. When first entering the goal level: You sense the presence of the Platinum Yendorian Express Card. When returning: You gain confidence, knowing that you may soon be united with the Platinum Yendorian Express Card. Quest nemesis When first encountering the quest nemesis: "So, <playername>, Twoflower thinks that you can wrest the Platinum Yendorian Express Card from me! "It only proves how desperate he has become that he sends a <currentrank> to try and defeat me. When this day is over, I will have you enslaved in the mines where you will rue the day that you ever entered the Thieves' Guild Hall." Upon further meetings: "I let you live the last time because it gave me pleasure. This time I will destroy you, <playername>." And on the 4th and subsequent meetings: "These meetings come to bore me. You disturb my workings with the Platinum Yendorian Express Card. "If you do not run away now, I will inflict so much suffering on you that Twoflower will feel guilty for ever having sent his <son|daughter> to me!" When you have the Platinum Yendorian Express Card, but the Master of Thieves is still alive: "You fool. You do not know how to call upon the powers of the Platinum Yendorian Express Card. "Return it to me and I will teach you how to use it, and together we will rule Ankh-Morpork. But do so now, as my patience grows thin." Discouragement The Master of Thieves will occasionally utter maledictions: "I defeated Twoflower and I will defeat you, <playername>." "Where is The Lady now! You must realize no one can help you here." "Beg for mercy now and I may be lenient on you." "If you were not so neutral, you might have stood a chance." "Vengeance is mine at last, <playername>." "I only wish that Twoflower had a more worthy <currentrank> to send against me." "With the Platinum Yendorian Express Card in my possession you cannot hope to defeat me." "The Master of Thieves has never been defeated, NEVER!" "Are you truly the best Ankh-Morpork has to send against me? I pity Twoflower." "How do you spell <playername>? I want to ensure the marker on your grave is correct as a warning to your <brothers|sisters>." Victory When picking up your quest artifact: As you pick up the Platinum Yendorian Express Card, you feel a great weight has been lifted from your shoulders. Your only thoughts are to quickly return to Ankh-Morpork and find Twoflower. When killing the nemesis: You turn in the direction of the Master of Thieves. As his earthly body begins to vanish before your eyes, you hear him curse: You shall never be rid of me, <playername>! I will find you where ever you go and regain what is rightly mine. When returning to your quest leader: As Twoflower detects the presence of the Platinum Yendorian Express Card, he almost smiles for the first time in many a full moon. As he looks up from the Platinum Yendorian Express Card he says: You have recovered the Platinum Yendorian Express Card. You are its owner now, but not its master. Let it work with you as you continue your journey. With its help, and The Lady to guide you on the neutral path, you may yet recover the Amulet of Yendor. When subsequently throwing the Platinum Yendorian Express Card to Twoflower: "The Platinum Yendorian Express Card is yours now. The Dungeons of Doom await your return through the magic portal that brought you here." Post-quest When talking to Twoflower after the quest: "I could not be more proud than if you were my own <son|daughter>, <playername>! Tell me of your adventures in quest of the Amulet of Yendor." When talking to Twoflower after getting the Amulet: "Stand back and let me look at you, <playername>. Now that you have recovered the Amulet of Yendor, I'm afraid living out your days in Ankh-Morpork would seem pretty tame. "You have come too far to stop now, for there are still more tasks that our oral history foretells for you. Forever more, though, your name shall be spoken by the guides with awe. You are truly an inspiration to your <brothers|sisters>!" This page is based on a spoiler by Dylan O'Donnell. The original license is: Redistribution, copying, and editing of these spoilers, with or without modification, are permitted provided that the following conditions are met: The original contributors to any spoiler must continue to be credited. Any modifications to the spoiler must be acknowledged and credited. This page may need to be updated for the current version of NetHack. It may contain text specific to NetHack 3.4.3. Information on this page may be out of date. Editors: After reviewing this page and making necessary edits, please change the {{nethack-343}} tag to the current version's tag or {{noversion}} as appropriate. </brothers|sisters></playername></playername></son|daughter></playername></brothers|sisters></playername></currentrank></playername></playername></son|daughter></playername></currentrank></playername></see|sense></playername></playername></son|daughter></playername></playername></playername></playername></see|sense></playername></see|sense>
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# File:Cream pie.png File File history File usageNo higher resolution available. Cream_pie.png ‎(16 × 16 pixels, file size: 197 bytes, MIME type: image/png) A 16x16 vanilla NetHack tile of the object 'cream pie'. File history Click on a date/time to view the file as it appeared at that time. Date/TimeThumbnailDimensionsUserComment current12:11, 1 August 200616 × 16 (197 bytes)BotFenix (talk | contribs)A 16x16 vanilla NetHack tile of the object 'cream pie'. Category:16x16 tiles You cannot overwrite this file. File usage The following 14 pages uses this file: Cream pie List of vanilla NetHack tiles NetHack 3.2.0 NetHack 3.2.1 NetHack 3.2.2 NetHack 3.2.3 NetHack 3.3.0 NetHack 3.3.1 NetHack 3.4.0 NetHack 3.4.1 NetHack 3.4.2 NetHack 3.4.3 NetHack 3.6.0 NetHack 3.7.0
# File:Surya Deva.png File File history File usageSize of this preview: 479 × 599 pixels. Other resolutions: 192 × 240 pixels | 523 × 654 pixels. Original file ‎(523 × 654 pixels, file size: 606 KB, MIME type: image/png) This file is from Wikimedia Commons, a repository of freely licensed educational media. It may or may not have anything to do with NetHack. The description on its file description page at Wikimedia Commons is shown below. Summary DescriptionSurya Deva.png ಕನ್ನಡ: Prathimashastra Surya deva(Sun God) Date ೨೦೨೦-೦೩-೧೭ Source Own work Author Rajaneesh.R.Nayak Licensing I, the copyright holder of this work, hereby publish it under the following license: This file is licensed under the Creative Commons Attribution-Share Alike 4.0 International license. You are free: to share – to copy, distribute and transmit the work to remix – to adapt the work Under the following conditions: attribution – You must give appropriate credit, provide a link to the license, and indicate if changes were made. You may do so in any reasonable manner, but not in any way that suggests the licensor endorses you or your use. share alike – If you remix, transform, or build upon the material, you must distribute your contributions under the same or compatible license as the original.https://creativecommons.org/licenses/by-sa/4.0CC BY-SA 4.0 Creative Commons Attribution-Share Alike 4.0 truetrue CaptionsEnglishAdd a one-line explanation of what this file representsItems portrayed in this filedepictscreatorsome valueWikimedia username: Rajaneesh.R.Nayakauthor name string: Rajaneesh.R.Nayakobject has role: photographerURL: https://commons.wikimedia.org/wiki/User:Rajaneesh.R.Nayakcopyright statuscopyrightedcopyright licenseCreative Commons Attribution-ShareAlike 4.0 Internationalsource of fileoriginal creation by uploaderMIME typeimage/png File history Click on a date/time to view the file as it appeared at that time. Date/TimeThumbnailDimensionsUserComment current07:37, 17 March 2020523 × 654 (606 KB)Rajaneesh.R.NayakCross-wiki upload from kn.wikipedia.org File usage The following 2 pages uses this file: Deva User:EasterlyIrk/Scratchpad
# Biodiversity patch Biodiversity patch Author Nicholas Webb Download link Bilious PatchDB 91 The biodiversity patch is a very large patch that adds several new monsters and contains other changes by Nicholas Webb. The current version is 1.2a for NetHack 3.4.3. For more information, visit the biodiversity patch's home page. The biodiversity patch also incorporates three patches from other authors, including the Heck² patch, the photography patch and a coin-flipping patch. T. J. Brumfield is working on a port of this patch to SLASH'EM; see the slashem-devel archive for October 2007. Contents 1 Bestiary 1.1 New monsters 1.2 Changes to existing monsters 2 Other changes 2.1 Levels 2.2 Items 2.3 Gameplay 3 Legacy 4 See also Bestiary New monsters The biodiversity patch slightly expands several monster classes that have very few members, or only a single member, in vanilla. Name Symbol Origin Notes sphinx f Egyptian/Greek mythology Challenges the player with riddles waterspout gargoyle g Has a spit attack that can wet items brownie l Celtic folklore Can improve shoes, or tamper with the ones the player is wearing pooka l Celtic folklore Charms monsters (including your pets) satyr n Greek mythology Steals items and charms monsters (including your pets) labyrinth trapper t Hides in mazes gold bug x Edgar Allan Poe (loosely) Steals (and eats) gold pieces and other golden items will o' wisp y Widespread folklore Appears in swamps; its explosion attack causes confusion bannik z Slavic folklore Attacks with scalding water leshy z Slavic folklore Confusing gaze bandersnatch J Lewis Carroll Digesting attack jubjub bird J Lewis Carroll Intelligence draining gaze clockwork automaton Q Six melee attacks quark Q Particle physics Uses one of six random "flavor" attacks disintegrator R This thread Passive disintegration attack hunger hulk U Pun on umber hulk Makes its victims hungry umbral hulk U Pun on umber hulk Blinds victims with its gaze nosferatu V Uncertain origin Paralyzes its victims with fear blemmye X Medieval folklore Legendary humanoid with its face on its torso, and no head otyugh X Dungeons &amp; Dragons Enjoys rotten food poltergeist Folklore Throws projectiles tortoise alligator snapping turtle Changes to existing monsters The steam vortex's engulfing attack is now coded as scalding rather than fire damage. Gnomes (and bats) use echolocation instead of infravision. Quantum mechanics (and clockwork automata) may be named after historical figures. Rope golems drop leashes when destroyed. Straw golems drop sheaves of hay when destroyed. They may also drop a damaged fedora. (Clothing for a scarecrow?) Iron golems drop cogwheels and large shields when destroyed, in addition to iron chains. Clockwork automata drop cogwheels and sprockets. These belong to the _ item class (renamed 'useless item') and can be used as improvised weapons. Guides, the Tourist quest guardians, now offer services to players. New names: The color and name of the Knight quest nemesis have been changed. Ixoth is now the white-colored Hwitwyrm, an allusion to Welsh folklore. The dragon's attacks and attributes remain the same. The Chromatic Dragon is renamed Tiamat. All regular dragons except the gray dragon have new names. (These are not randomized, as in UnNetHack.) Silver dragon: Amphitere Red dragon: Firedrake White dragon: Lindworm Orange dragon: Lung dragon Black dragon: Sirrush Blue dragon: Leviathan Green dragon: Wyvern Yellow dragon: Guivre The large kobold and kobold lord are renamed kobold hewer and kobold chieftain. The hewer can tunnel if it has a pick. The water nymph and wood nymph are renamed naiad and dryad. New appearances: Tigers are now colored orange (f) instead of yellow (f), to distinguish them from the sphinx. Other changes Levels Many quest home levels are now considered to be "outdoors", with "sky" overhead instead of a "ceiling". On these levels dart traps will be created instead of falling rock traps. The Priest quest branch may have a different home level design, depending on which pantheon the player was assigned at the beginning of the game. Trees which produce specific types of fruit comestibles have been added. There are also oak trees which produce acorns, and elven dogwoods (used to make elven wooden weapons). Items A golden wand has been added to the list of randomized appearances for wands, as an item that the gold bug can eat. Using a wand of light to #engrave produces glowing writing. Amber may contain fossilized xans or spiders, which can be revived with stone to flesh. Gameplay Samurai know the corpses of sea monsters by their corresponding Japanese culinary names. Orcs can saddle and ride wargs, instead of horses. Legacy UnNetHack and some other variants incorporate part of this patch, most notably the disintegrator, a much more dangerous cousin of the rust monster and the disenchanter. Some of the new names for generic dragons are also used in UnNetHack, but their breath types and resistances are randomized at the beginning of the game. dNetHack includes clockwork automata, both as a monster and as a playable race. Versions of most of the monsters appear in SlashTHEM. See also Biodiversity patch home page
# File:Doctor Frankenstein.png File File history File usageNo higher resolution available. Doctor_Frankenstein.png ‎(16 × 16 pixels, file size: 521 bytes, MIME type: image/png) A 16x16 SLASH'EM monster tile. File history Click on a date/time to view the file as it appeared at that time. Date/TimeThumbnailDimensionsUserComment current16:19, 26 November 201016 × 16 (521 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: Doctor Frankenstein
# File:Flail.png File File history File usageNo higher resolution available. Flail.png ‎(16 × 16 pixels, file size: 203 bytes, MIME type: image/png) A 16x16 vanilla NetHack tile of the object 'flail'. File history Click on a date/time to view the file as it appeared at that time. Date/TimeThumbnailDimensionsUserComment current11:03, 1 August 200616 × 16 (203 bytes)BotFenix (talk | contribs)A 16x16 vanilla NetHack tile of the object 'flail'. Category:16x16 tiles You cannot overwrite this file. File usage The following 16 pages uses this file: Flail 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 Tentacle Rod Weapon
# File:Wooden ring.png File File history File usageNo higher resolution available. Wooden_ring.png ‎(16 × 16 pixels, file size: 190 bytes, MIME type: image/png) A 16x16 vanilla NetHack tile of the object 'wooden ring'. File history Click on a date/time to view the file as it appeared at that time. Date/TimeThumbnailDimensionsUserComment current11:56, 1 August 200616 × 16 (190 bytes)BotFenix (talk | contribs)A 16x16 vanilla NetHack tile of the object 'wooden ring'. Category:16x16 tiles You cannot overwrite this file. File usage The following 14 pages uses this file: Eating jewelry List of vanilla NetHack tiles NetHack 3.2.0 NetHack 3.2.1 NetHack 3.2.2 NetHack 3.2.3 NetHack 3.3.0 NetHack 3.3.1 NetHack 3.4.0 NetHack 3.4.1 NetHack 3.4.2 NetHack 3.4.3 NetHack 3.6.0 NetHack 3.7.0
# Talk:Amulet of Yendor So is there any benefit of having the amulet? Or is it just an end game burden?— Preceding unsigned comment added by 208.186.134.103 (talk • contribs) It gives clairvoyance. And enables you to ascend the game.&nbsp;;) Progo 18:49, 8 December 2006 (UTC) Doesn't it prevent Level Teleportation?— Preceding unsigned comment added by 168.169.203.51 (talk • contribs) Yep, all kinds except cursed potion of gain lvl.— Preceding unsigned comment added by 140.77.128.241 (talk • contribs) What about if you offer it at the wrong altar?— Preceding unsigned comment added by 66.75.127.77 (talk • contribs) The altar's god gains dominion over yours, protects you from your god's wrath, and you escape the Astral Plane in a cloud of orange smoke. This does not count as an ascension. Your scorefile reads something like "escaped in celestial disgrace (with the Amulet)."--Ray Chason 16:14, 29 September 2007 (UTC) Honestlly, with such a pain in the rear holding this thing is, one wonders why the heck gods even want the damnable thing.--65.164.40.107 22:10, 31 October 2007 (UTC) You realize that the Gods are not like you and I.--158.111.4.27 18:34, 24 January 2008 (UTC) Another sacrifice question: what happens if you sacrifice it at an altar (aligned, unaligned, or cross-aligned) within the dungeon? Say at Minetown? Does the game even let you #offer it at non-high altars? Thanks! — Preceding unsigned comment added by 68.48.55.215 (talk • contribs) Nothing. 'You feel an urge to return to the surface.' or 'You feel ashamed.' for a non-co-aligned altar. Or 'You feel homesick.' if hallucinating. - Andrio Celos (talk) 04:37, 19 January 2018 (UTC) Contents 1 Any penatlies if you aren't holding the amulet? 2 Levelporting the amulet 3 blessed luckstone + amulet =&nbsp;?? 4 Applying the amulet? 5 Messages 6 Harder to differentiate between fakes in 3.6.1 Any penatlies if you aren't holding the amulet? Is it possible to drop the amulet, and then just kick it around the dungeon (Only putting it on to go up floors) in order to avoid the penalties for holding it? There are AFAIK none. It is a widely applied strategy to drop the amulet for spell-casting. But I think kicking the amulet around the dungeon is more troublesome than enduring the effects of carrying it. --bhaak 07:47, 29 July 2009 (UTC) Levelporting the amulet Carrying the amulet prevents any form of teleportation to a different level, and the only way to circumvent this is to drop the amulet and thus leave it behind after levelporting. However this restriction only applies to the player. Twice I have had the carrier of the amulet (both times a named demon that was summoned in and killed the high priest himself; it might even have been Yeenoghu both times) and levelport while carrying the amulet by reading a cursed scroll of teleport. The first time it was even a result of my actions; I dropped all of my cursed scrolls of teleport earlier because they lose their value once you enter the sanctum level. When this happened I thought of it as a problem, but I later realized that it made the ascension run easier By not carrying the amulet, I wasn't subject to the mysterious force Or to the hunger and power draining of the amulet I was reasonably sure that a named demon was the one carrying the amulet, so when I reached the appropriate floor, it would teleport to me. I only had to find which level to goto. I think that potentially this could be very helpful for speed runs, pacifists (possibly let you skip entire floors, especially the lairs). However with what happened to me, it's honestly not very useful. It's still necessary to check EVERY floor, just in case. If you don't hand the amulet and cursed scroll of teleport to a covetous monster, it'll be a pain to track down who has it; and if you do give it to a covetous monster, you have an annoying covetous monster to recover the amulet from. I also don't know if it's a coincidence or not, but both times the demon was found still in Gehennom, not in the main dungeon. I've never heard anything about levelporting for demons restricting access past the valley of the dead (The only restriction I'm aware of is teleporting into Gehennom from above the valley). The best way to do this would be to give the amulet to a carnivorous or omnivorous pet (for maximum possible tameness), force it onto a level teleporter trap (as pets will not read scrolls, or pick up cursed scrolls anyway), and then rush through the mazes of menace looking for the pet, using a magic whistle on every level until it is located. Optimistically even levelporting yourself all the way to level 1 and working down, to take better advantage of the possibility of going all the way to level 1. I have no idea if this is possible though. I don't know if a pet will pick up the amulet, and even if they did they would also quickly drop it. Perhaps hand it to a hostile creature, tame it, force feed it meat (meatballs or tripe; or a huge chunk of meat to really keep it busy) to increase tameness and stop it from dropping the amulet, and repeatedly apply a magic whistle next to a levelport trap until it disappears. I know I've seen hostile monsters pick up the amulet, but I can't see to reproduce this in wizard mode at the moment. This is obviously a complicated and risky strategy, and I can't think of a clear way to make it useful and not rely so much on chance. Perhaps someone with more experience could think of a way to make this work? -- Qazmlpok 01:52, January 10, 2010 (UTC) TDTTOE -- IIRC, covetous monsters will only come to greet you if the don't already have the real Amulet, and there are restrictions where a levelporter can send an amulet-bearer - i.e. down only. All this is IIRC, I'm not going to bother wiz-mode testing until you are sure. Similar ideas are: 1) Dragging Asmodeus into the Sanctum level to let him kill the priest and bring the Amulet. 2) In previous versions, you could stone the High Priest, grab his statue and levelport to level 1. In present versions, the Amulet is no longer contained in statues. What about going up the stairs while your amulet-carrying pet is next to you - does that work? If yes, you could teleport, magic-whistle, go up, and repeat. (A wand of probing should be helpful.) -Tjr 15:46, January 10, 2010 (UTC) I was trying this a bit in wiz mode as I was typing it, but I just couldn't get anything to work. I tried both a hostile master mind flayer and an archon, but neither would pick up the amulet. I know I've seen Archons carrying around the amulet on the plane of fire during one game as an overprepared wizard where I just decided to fool around on the planes and melee archons to death with Magicbane, but the damn thing wouldn't pick it up in the sanctum. I don't know if it's because it was in Gehennom and not in the planes, or what. I can't test stuff with an amulet-carrying pet if I can't reproduce a monster carrying the amulet. However the part with a covetous monster levelporting with the amulet certainly happened. I recall scouring the entire damn map, looking for the amulet. I don't remember how I realized what happened, but I ported myself to level 1 and went all the way down until yeenoghu suddenly warped to me and started attacking me on one level in gehennom. So it's definitely possible for them to levelport UP, and covetous monsters should still warp back to the player; if they didn't then the trick with bringing in Asmodeus wouldn't save any time, right? The magic whistle idea seems too bothersome. Pets don't hold on to items they aren't wearing for very long, so you could only move up a few (if even one!) floors with that. And unless I'm misunderstanding, the only benefit is removing the intra-level teleport block and mysterious force. Why didn't you suggest levelport with the amulet-carrying pet next to you? -- Qazmlpok 17:02, January 10, 2010 (UTC) According to Follower, "Monsters with the Amulet of Yendor won't follow across even if they would otherwise", presumably to prevent this type of abuse.--Darth l33t 19:33, January 10, 2010 (UTC) Also note that monsters can flee upstairs while carrying the Amulet. I've used this to have Juiblex carry it to the Valley for me. However, they can be affected by the mysterious force too, though it's less harsh on them than it is on a non-chaotic player. - Andrio Celos (talk) 04:37, 19 January 2018 (UTC) blessed luckstone + amulet =&nbsp;?? the amulet makes luck time out faster. blessed luckstone stops good luck timing out. is there any interaction, or is the calculation n*m, where m is zero? --86.179.199.41 23:08, 13 September 2011 (UTC) The luckstone overrides the Amulet (and divine anger) with respect to Luck timeout. --Tjr 23:16, 13 September 2011 (UTC) Applying the amulet? What happens if you try to apply (not offer) the amulet while standing on a High Altar? --Bluescreenofdeath (talk) 11:01, 4 December 2013 (UTC) That is a silly thing to use or apply. Note that in vanilla, sacrificing the Amulet of Yendor doesn't violate the atheist conduct. - Andrio Celos (talk) 04:37, 19 January 2018 (UTC) Messages OK, so you don't die. A cloud of black smoke surrounds you... Do you want your possessions identified? Where did the message the page shows come from? - Andrio Celos (talk) 04:37, 19 January 2018 (UTC) Harder to differentiate between fakes in 3.6.1 I'm pretty sure that you can no longer identify a fake amulet by trying to put it into a container. I'm not 100% sure, but I was holding an Amulet when my Orb of Fate was stolen by Rodney. I then immediately tried to put my Amulet into my BoH and it resisted going in. I just tested putting an unidentified fake into a sack in wizard mode, and it went in. --Phol ende wodan (talk) 17:08, 10 December 2018 (UTC) Then does the wizard not prioritize the Amulet over other items?--13electrode13 (talk) 17:17, 10 December 2018 (UTC) According to the stealamulet() function, he appears to prioritize quest artifacts over the actual Amulet, oddly enough... Source:NetHack 3.6.1/src/steal.c#stealamulet --Phol ende wodan (talk) 17:39, 10 December 2018 (UTC)
# Talk:Tree When I see a tree, it looked like this: ± Should we mention that here? --80.195.190.235 22:14, 30 August 2006 (UTC) It's the same kind of problem as with fountains — read that article for a full explanation. I believe the trees are even supposed to look like ±, so I'll change the article accordingly. --ZeroOne 22:32, 30 August 2006 (UTC) Why the heck are there trees underground? Some levels are considered to be arboreal, and/or not actually underground, for example the quest it accessed via magical portal, so it's not in the dungeon. --Paxed 11:57, 20 July 2007 (UTC) Destruction How else can I deforest the dungeon? In Slash'EM, not even a frag grenade or stick of dynamite can rid me of these coniferous pests. Given their fortunate rarity, lugging an axe about simply for the purpose of lumberjacking seems silly. Yule Tide I believe sporkhack has a christmas tree, around christmas time, the kicking of which yields a gift (currently playing: It had colored balls. Kicked it 1ce, got a scroll. Kicked it again, got a pained leg)Slarty 01:30, 21 December 2010 (UTC) Items periodically falling from trees during the Lawful quest? Been camping the throne in the lawful quest for a bit. I had kicked the throne resulting in an injured leg and being unable to kick. Several turns after (5-10) of just (s)earching, I get the message, "A eucalyptus leaf falls from the tree." This leaf appeared on the throne. Is this somehow a result of my kick? I'm certain the kick hit the throne, and there were at least 5 turns of searching before getting the message. I should note that this is in the latest Slash'EM build. ——24.23.76.128 22:21, 5 February 2014 (UTC) In the source "falls from the tree!" appears only in the dokick file. It appears however that threes slowly multiply on their own.--Quantum Immortal (talk) 11:10, 2 January 2015 (UTC) See the hack.c functions "drop_ripe_treefruit" and "dgn_growths" for an explanation; trees can spontaneously drop fruits, but every time they do there's a chance the tree gets marked as "looted" and won't generate any more fruits. --Bluescreenofdeath (talk) 11:20, 2 January 2015 (UTC)
# Body parts The body parts of NetHack characters are used during the game in many ways. If polymorphed into a monster, you may lack a body part and be unable to perform some task. Such tasks include wearing armor, so if you polymorph into a handless monster, your gloves will fall off. Messages for different body parts are changed as appropriate, for example if you don't have toes in a particular form, it may refer to your "pseudopod extremities" instead. These descriptions are grouped by a number of different overall body types.[1] Contents 1 List of body parts 2 Default (humanoid) form 2.1 Hands 2.1.1 Fingers 2.2 Head 2.2.1 Eyes 2.2.2 Neck 2.3 Body 2.4 Feet 3 Monster bodies 3.1 Horns 3.2 Eyes 4 References List of body parts All body parts are defined[2] for all monsters, although some are "empty"—for example, a headless monster still needs to reference a head for some messages. Included in the body parts are special areas for particular effects—for example, how to describe a light-headed monster with no head, or the "blood" of a being composed of pure energy. The body parts defined are: Arm Eye Face Finger Fingertip Foot Hand Handed (a generic description of the "hands"; for instance, if you have tentacles rather than hands, you are "tentacled") Head Leg Light headed (if you are headless, you may be "played out" or "addled" instead) Neck Spine Toe Hair Blood (if not blood, you could be losing "life force") Lung Nose Stomach There are definitions for all groups of these body parts. In addition to being groups, the above are also the names of the body parts used for humanoids. Default (humanoid) form Hands You have two hands and can wear gloves on them. The right hand is primarily used for wielding a weapon; the left can wear a shield or wield a second weapon. Some weapons are two-handed, requiring both hands to wield one. If not wielding a weapon, you fight with your bare (or gloved) hands. Fighting cockatrices or chickatrices bare-handed is fatal. Fingers A ring can be worn on each of your two ring fingers. There is little difference between your left and right ring fingers; one difference is that, because all characters are right-handed, a cursed wielded weapon makes it impossible to put on or remove a ring from that hand's finger. If you encounter an incubus or succubus, the ring of adornment is a special case. Incubi like to put one onto a female character's left hand, replacing whatever ring there currently is. This may be fatal if you are, for example, floating over some water with a ring of levitation. You cannot put on or remove rings when wearing cursed gloves. Head Your head can be fitted with a helm, which offers limited protection against falling objects and mind flayer tentacles. Creatures with more than one head may still wear only one helm. Eyes There is also room on your head for something around your eyes: a blindfold, towel, pair of lenses, or the Eyes of the Overworld. Your eyes can be blinded in a number of ways, such as putting on a blindfold or being attacked by a yellow light. If your eyes are covered by a cream pie or blinding venom, you can use a towel or #wipe to clear it away. Neck Creatures with a head also have room on the neck for an amulet. Body On your body you can wear a shirt (T-shirt or Hawaiian shirt), body armor, and a cloak, in that order. You must take them off in reverse order. Feet Your feet can wear a pair of boots. They are otherwise bare, so are subject to the same dangers as bare hands. Monster bodies The bodies of monsters are defined in some detail. Humanoid monsters generally have all of the above features, and hence can wear armor, wield weapons, and manipulate objects. Other monsters might lack hands or a head, or even a shape of any kind. The grouped body types are as follows:[3] Humanoid Jelly Animal Bird Horse Sphere Fungus Vortex Snake Fish Horns Some monsters have horns, and hence cannot wear hard helms. Unicorns and ki-rin have a single horn, while horned devils, minotaurs, balrogs, and Asmodeus have two.[4] Eyes Floating eyes and the Cyclops have only one eye, while eyeless monsters naturally have none; all others have two.[5] References ↑ polyself.c in NetHack 3.4.3, line 1131 ↑ hack.h in NetHack 3.4.3, line 226 ↑ polyself.c in NetHack 3.4.3, line 1131 ↑ mondata.c in NetHack 3.4.3, line 304 ↑ mondata.h in NetHack 3.4.3, line 41 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.