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# Minetown
Minetown
Location
Level 5–8 of theGnomish Mines
Variants
Town Square
Alley Town
College Town
Grotto Town
Bustling Town
Bazaar Town
Orcish Town
Bones
Yes
Mappable
Yes
Teleportable
Yes
Diggable floor
Yes
Diggable walls
Yes
Minetown is one of eight different maps, located on the 3rd or 4th level of the Gnomish Mines. This gives Minetown a 1/6 chance of being on levels 5 or 8 in the mines, and a 1/3 chance of being on levels 6 or 7 in the mines. As in the rest of the Mines, monster creation on this level is biased towards lawful monsters.
In most games, Minetown is also the largest collection of shops, but there is a 1/7 chance of the shopless Orcish Town; failing that, there is a chance that any given shop other than Izchak's may not appear, which produces a 0.5% chance of having only Izchak's shop.
Contents
1 Maps
1.1 Town Square
1.2 Alley Town
1.3 College Town
1.4 Grotto Town
1.5 Bustling Town
1.6 Bazaar Town
1.7 Orcish Town
2 Comparison of Towns
3 The Watch
4 Strategy
5 History
6 Variants
6.1 FIQHack
6.2 SporkHack
6.3 EvilHack
6.4 SpliceHack
6.4.1 Lavender Town
6.5 Slash'THEM
6.5.1 Ruined & Dangerous Town
7 References
Maps
There are seven different Minetown variants, each with their own maps and guaranteed monsters. Note that Minetown is eligible to leave bones, so the monsters (and the map) may be in a different state than is shown below.
Also bear in mind that, as elsewhere in the Gnomish Mines, if you are playing a dwarf or gnome, two-thirds of the dwarves or gnomes that are listed in these descriptions will be made random monsters instead.
The following information pertains to an upcoming version (3.7.0). If this version is now released, please verify that it is still accurate, then update the page to incorporate this information.
Any of the following maps may be mirrored and/or flipped.
Town Square
--------------------------------- |.+..|..|..+....+..|..|..|G.+...| |.+..|..|..+....+..|..|..|..+...| |.----++----....----++-++----...| |...............................| |.-++----++-.......-++++-+++-...| |.|..|..|..|......{|.GG.|...|...| |.|..|..|.G|.......|....|...|...| |.----++----.......|.@_.|foo|...| |.............{....|....|...|...| |.------+++------.----------|...| |.+....|...|....+.+....|....+...| |.+.gen|.G.|lght+.+.G..|tool+...| |.+....|...|....+.+....|....+...| |.---------------.-----------...| |...............................| ---------------------------------
Izchak's light shop (marked "lght") is guaranteed, but the general store
("gen"), food shop ("foo") and tool shop ("tool") have only a 90% chance of
existing.
Only one + on each wall is randomly made a door. This level contains two random traps.
Monster
Symbol
Location
The Watch
@@@@@
Patrolling randomly
Priest
@
In temple
Gnomish Wizards
GG
In temple
Gnomes
GGG
In rooms marked with G
Gnome lord
G
In room opposite light shop
Gnomes
GGG
Outside mapped area
Dwarf
h
Outside mapped area
Alley Town
--------------------------------- |...............................| |.----....-----.----+--..-----..| |.|..|---.|.@.+.+..|..|..|...|..| |.|..|..|.|._.+.+..|..|..|lgt|..| |.-++|tl|.|.GG+.--------.|...|..| |....|..|.|...+....+...|.-+++-..| |.{..-++-.----|....+wan|........| |..........+..|++-.-----..-----.| |....-++-..+..|..|........+...|.| |.-++|..|.----|G.|+++-....+foo|.| |.|..|..|.+...|--|...|---.-----.| |.|..|---.+gen|..|too|..+.......| |.|.G|....+...|..|...|G.+.......| |.----....-----+---------.....{.| |...............................| ---------------------------------
Izchak's light shop (marked "lgt" here) and the general store ("gen") are guaranteed to exist, but Alley Town has only a 30% chance of being generated with the tool shop marked "tl" and a
40% chance of having the one marked "too". The food shop ("foo") has a 90% chance of existing, and the quality apparel and accessories shop ("wan") a 30% chance.
Only one + on each wall is randomly made a door. This level contains two random traps.
Monster
Symbol
Location
The Watch
@@@@@
Patrolling randomly
Priest
@
In temple
Gnomish Wizards
GG
In temple
Gnomes
3 random G
In rooms marked with G
Gnomes
GGG
Outside mapped area
Dwarf
h
Outside mapped area
College Town
-------------------------------- |..............................| |...--------.......-----------.| |...|...|..|------.|.G|...|G.+.| |...|boo|..|.....|.|..|lgt|..+.| |...|...|++|.._@.|.-++|...|---.| |...-+++-..|..GG.|....-+++-....| |..........|.....|.............| |........{.-+++++-.{...........| |..............................| |...-+++-...........-++-+++-...| |...|...|-------.---|..|...|...| |...|too|kk|foo+.+..|.G|gen|...| |...|...|ff|...+.+..|--|...|...| |...-----++-----.----..-----...| |..............................| --------------------------------
Izchak's light shop (marked "lgt") and the book shop ("boo") are
guaranteed, but the general store
("gen"), food shop ("foo") and tool shop ("tool") have only a 90% chance of
existing.
Only one + on each wall is randomly made a door. This level contains two random traps.
Monster
Symbol
Location
The Watch
@@@@@
Patrolling randomly
Priest
@
In temple
Gnomish wizards
GG
In temple
Gnomes
3 random G
In rooms marked with G
Kobold shamans
kk
In southwest room
Kitten
f
In southwest room
Feline
A random f
In southwest room
Gnomes
GGG
Outside mapped area
Dwarf
h
Outside mapped area
Grotto Town
----- --------- |<..--- ------.......-- ------- --------------- |.....---|.........--..| |.....| ------- |.............| --..|....|.---------|..| |.._..| |>...(| --+---+--.----+| --.|-.....---- -CC- |.....| ------ --....---- |..|...|-.|.+..| --|.........|--- -CC-- ---+--- |..+.|--D---..-..---|..|--+-..--|..| ----.|....|..----...-- |.| |..|.DDDDDD--+-.....-+--........--+| -----..|....|.....---- |.| |G.|.------......--................| ------ |..|..........A..---.-- ---|.+..||.......-|..--------+--..-- |food| --.c....---...A.......----- |.|..||...{....|--|.........|..-- |....| |.c......|...|..........B---|.|..|--.......| |.general.|...| ---+--------....-------...---...B..-|.|------....--| -----------EEE| ------.---...-|...-|..|..|-...|..---...|.--..|...|....------- |.......-- |..|-.........|aa--|..|..|--.....|-....|.....d..---...-|....| |.------- |..+...............-+---+-----..-|..........--....|-...+tool| |.|.G.S= -----.....{....----.............bb|...G.......|-...|...-|....| |.|...| |..............-- |-+--.---------.........--..|........|------ |.--+------- |+-----.........| |...|.|....| --.......-----|...|....|--------.....|....| |.G.| --..------- |.G.|.+lght| ---...--- --..|...--......|...{..+..-+| |...| ---- ------|....| ----- -----.....----........|.G|(| ----- ------ ------- ---------------
In Nethack 3.6.0 and later, the map is partially randomized. For each pair of Aa, Bb, Cc, Dd one character is replaced with walls with equal probability (for Aa and Bb, this only happens 75% of the time), while there is a 50% chance that E is replaced with a wall. In previous versions, Aa, Bb, c, d and E are always floor, while C and D are always walls.
The map is mostly dark.
Izchak's light shop (marked "lght"), the general store
("general"), the food shop ("food") and the tool shop ("tool") are all
guaranteed.
The G in the bottom center of the map is a historic statue of a gnome king.
The closet in the bottom right corner contains a chest with normal contents, and the room above it has a secret closet containing a random ring. The room containing the downstairs always contains a random tool.
Monster
Symbol
Location
The Watch
@@@@@
Patrolling randomly
Priest
@
In temple
Gnomes
GGGGGG
Random
Gnome lords
GG
Random
Dwarves
hhh
Random
Gnomish Wizards
GG
In far southwest room/In front of secret door
Gnome lord
G
Larger southeast room
Gnomes
2 random G
Opposite light shop/In room at top of central corridor
The room with the down stair contains a random tool, the secret door hides a
random ring, the far southeast closet contains a chest, and there is a (historic) statue
of a gnome king in the wide open lit space in the south.
Bustling Town
-----................----------------.- |...|................|...|..|...|...|.. |...+..--+--.........|gen|..|...|...|.. |...|..|...|..-----..|...|..|-+---+--.. -----..|...|--|...|..--+---+-.........- .......|...|.G|too+.............-----.. .......|---|.G|...|......--+-...|...|.. ----...|...|+------..{...|..|...+...|.. |..+...|lgt|.............|G.|...|...|.. |..|...|...|-+-.....---+-------------.- ----...--+-|..|..-+-|.................. ..|........|..|..|..|----....---------. ..|..#.....----..|..|...+....|......||. ..|-....{........|..|foo|....+...@_.||. ..--..|....#.....--------....|......||. ......|-.....................----------
The mapped town area is surrounded by empty cavern level, which is lit and
contains the upstair (to the left of the town) and the downstair (to the right).
Two trees are marked ("#").
Izchak's light shop (marked "lgt"), the general store
("gen"), the food shop ("foo") and the tool shop ("too") are all
guaranteed.
Monster
Symbol
Location
The Watch
@@@@@
Patrolling randomly
Priest
@
In temple
Gnomes
GGGGGG
Random
Gnome lords
GG
Random
Dwarf
hhh
Random
Gnomes
GG
In room between light and tool shops/In room east of fountain
Gnome lords
G
In room between light and tool shops
Bazaar Town
-------------------------------- |..............................| |.------++-------------..-----.| |.|....|..|...|....|..+..+...|.| |.|....|..|YYY|.n..|G.+..+too|.| |.-++++---|.G.|+------|..+...|.| |......|..|...|.|..|..|.-----|.| |.----.|..|+++-.|..|fd|.+....|.| |.|..+.-++-..{..-++|..|.+.@_.|.| |.|..+.............-++-.+GG..|.| |.|---+++-.----++-......+....|.| |.|..|...|.+G.|..|++++-------|.| |.|tl|lgt|.+..|gn|....|#.|fd.+.| |.|..|...|.---|..|....|..|...+.| |.-++-----..{.---------++-----.| |..............................| --------------------------------
Izchak's light shop (marked "lgt") is guaranteed, while there is a
50% chance each of two food shops ('fd'), a 50% chance of one tool shop ('tl')
and 30% chance of a second ('too'), and a 60% chance of a general store ('gn'). There is also a sink ('#')
Each of the rooms marked in yellow has a 75% chance of existing. If a room is not created, neither will the monsters that normally spawn there. The "+" characters on the wall represent valid locations for the room's door.
Only one + on each wall is randomly made a door. There is a random trap in the room with the downstair, and another in one of the other rooms not containing the upstair.
Monster
Symbol
Location
The Watch
@@@@@
Patrolling randomly
Priest
@
In temple
Gnomish Wizards
GG
In temple
Gnomes
GGGGGG
Random, some outside mapped area
Gnome lord
G
Random
Monkeys
YY
Random
Gnomes
G
In marked rooms
Monkeys
YYY
In room north of central fountain
Nymph
Random n
In marked room
Gnome king
G
In marked room
Gnome
Random G
In room north of lower fountain
Dwarf
h
Outside mapped area
Orcish Town
......................................----------------#------------------..|.................................|..|.-------------......------------.|..|.|.%.|...|.%.|......|..|%..|...|.|..#.|...|.%.|...|......+..|...|.%.|.|..|.|...|...|...|......|..|...|...|.#..|.|...|...|-+--......-----+---+--.|..|.--+---+--.......................|..|..............{.......{..........|..|.--+---+--.....--...--...........|..|.|...|...|----.|.....|.------+--.|..|.|...|...|...|.|..%..|.|..|....|.|..|.|...|..%|...+.|.._..|.+.%|....|.|..|.|.%.|...|...|.|.....|.|%.|.%..|.|..|.-------------.-------.---------.|..|.................................#..-----------#------------#----------......................................
Orcish Town, or Orctown, is a replacement of Frontier Town that has been ransacked and looted by orcs. All of the normal inhabitants have been killed, there are no functioning shops or temple, the entrances are barricaded with iron bars, and the whole area is swarming with orcs. It originated in SporkHack, then was added to 3.6.0 and UnNetHack.
The marked walls between shops have a chance of being knocked down, and 11-19 boulders or rock piles will be randomly placed throughout the level.
The altar is unaligned and may be converted by sacrificing (but not same-race sacrifice). Thus, you will always have an available coaligned altar in this level after you convert it.
Since Izchak's shop does not exist in this variant, several of the shopkeepers' corpses will be generated with candles. At least 7 are guaranteed. In addition, an oil lamp and several spent wands of striking and magic missile will be generated with them.
Monster
Symbol
Location
The Watch
%%%%%
Random
Priest
%
In temple above altar
Shopkeepers
%%%%%
On marked squares not in the temple
Orcs
6-15 random o, o, and o
Inside the town walls
Orc shamans
2-6 o
Near or inside the temple
Weak orcs
10-19 o and o
Random
All of the orcs in Orcish Town are generated with randomly generated names: an individual name which is different for each orc and a clan name which is the same for all of the orcs in the town.
In games that contain Orcish Town, several more named orcs (including orc zombies) can appear on other levels in the Mines and the main branch, and an orc-captain with just the clan name appears on one of the very bottom levels of the Mines.
The orcs both in the town and on the other levels carry extra loot they would not normally have, from a pool of resources. This loot consists of candles, keys, random comestibles, one random pair of gloves, and either one long sword or silver saber, equally likely. Some orcs may be carrying additional loot consisting of gold, gems, and possibly a shiny ring. The named captain will always have a shiny ring.
Comparison of Towns
This table lists the various shops, dungeon features, and extra monsters and items than can appear in each variant of Minetown. Each variant besides Orcish Town also has a stock of monsters and a guaranteed light shop. The light stores all have 6 item stacks, except the ones in the Town Square and Grotto Town variants, which have 9.
Also listed are, for each variant and for each shop, the number of item stacks that will appear in that shop, if it exists.
The "Expected Item Stacks" column lists the number of item stacks you can expect to find by shop type. (E.g., you should expect to find either 6 or 9 light store item stacks, depending on which variant you get.) There is a (dungeon level - 1)% chance of any given square containing a mimic instead of an item stack, the chance therefore depends on how deep Minetown is, but on average will be 5.5%.[1]. The "Expected Item Stacks" column does not account for this, because it does not impact inter-variant comparisons.
Variant
General
1st Food
2nd Food
1st Tool
2nd Tool
Extra
Expected Item Stacks
Frontier Town
90% 9
90% 4
90% 9
6 Light, 8.1 General, 3.6 Food, 8.1 Tool
Town Square
90% 9
90% 9
90% 9
6 Light, 8.1 General, 8.1 Food, 8.1 Tool
Alley Town
100% 6
90% 4
30% 4
40% 6
30% chance of a quality apparel and accessories shop with 4 items
9 Light, 6 General, 3.6 Food, 3.6 Tool, 1.2 Quality apparel and accessories
College Town
90% 6
90% 4
90% 6
guaranteed book shop with 6 items,
6 Light, 5.4 General, 3.6 Food, 5.4 Tool, 6 Book
Grotto Town
100% 9
100% 4
100% 9
3 fountains, Almost entirely dark, 1 random tool, 1 random ring, 1 chest
9 Light, 9 General, 4 Food, 9 Tool
Bustling Town
100% 6
100% 4
100% 6
2 trees, 2 watch captains
6 Light, 6 General, 4 Food, 6 Tool
Bazaar Town
60% 4
50% 4
50% 4
50% 4
30% 6
sink, monkeys, random nymph
6 Light, 2.4 General, 4 Food, 3.8 Tool
Orcish Town
No shops, desecrated temple, many orcs
7 Candle, 1 oil lamp, 5 empty wands of striking and magic missile, 11 human corpses
A user has suggested improving this page or section as follows:
"Some of these probabilities should be recalculated to take Orcish Town and its lack of items into account"
You can therefore expect to find, on average, 6.857 stacks of lighting store items, 6.429 of general store items, 4.414 food, 6.286 tool, .857 book, and 0.171 stacks of quality apparel and accessory shop items in the shops of the average Minetown variant. Accounting for mimics, these figures become 6.480 lighting, 6.075 general, 4.171 food, 5.940 tool, .810 book, and 0.162 quality apparel and accessories.[2]
You can expect to find 0.18 magic lamps in the average 6 stack Izchak's lighting store, and 0.27 in the 9 stack Izchak's lighting store. This gives 0.206 expected[3] magic lamps in the average Izchak's lighting store, and 0.194 accounting for mimics.
In addition, you can expect to find 0.000729 wands of wishing on average in the Minetown quality apparel and accessories shop; as well as 0.00122 wands of wishing and 0.00729 magic lamps on average in the Minetown general store; and 0.0891 magic lamps on average in the Minetown tool stores; all accounting for mimics.[4]
In total, there will be on average, 0.25375 magic lamps and 0.001706 wands of wishing in Minetown shops, again, accounting for mimics.
The Watch
Main article: Watchman
The watchmen patrol randomly to protect the merchandise and features of Minetown. A player should not, while in sight of a watchman:
Apply a lock pick, credit card or skeleton key on a locked door
Attack any peaceful monster[5].
Dig through with a spell or wand of digging, or use a pick axe or mattock on a door.
Dig through walls.
Cut down a tree.
Dig down on a fountain (or overuse it — you will be warned first, unless successfully creating Excalibur in which case it will dry up the fountain and anger the Watch).
Steal from a shop (even accidentally, i.e., unexpected teleportation).
Improvise with a bugle (this angers all soldiers).
You will receive one warning before angering the watch for kicking down or unlocking doors. Digging through walls or doors with a pickaxe will receive a warning, but using a spell or wand to dig them will cause the watch to become hostile immediately (as it cannot be interrupted).
You will usually receive a warning before a fountain dries up, either from a watchman or from the fountain's flow "reducing to a trickle." However, if you dip for Excalibur and successfully receive it, the fountain will disappear without warning. No matter how you dried up the fountain, the watch will be angered whether or not they are in sight.
If you have stolen from a shop, you can pacify the watch by paying your debt to the shopkeeper, even if you made the watch angry in some other way.
See the main article for information on getting watchmen out of the way and killing them for profit.
Strategy
A user has suggested improving this page or section as follows:
"This section assumes that Minetown always has an temple and shops, which Orctown doesn't. It should be rewritten to reflect that the temple and shops cannot be relied on."
Because Minetown always has an altar and shops, it is an excellent location for a first stash. The altar provides BUC identification while the shops provide price identification, especially if your Minetown has a general store. There is also a significant 1/3 chance that the temple is co-aligned, which makes it a sanctuary (and a useful altar). Many players unload some excess loot in the Minetown temple before going on to Mines' End, and then consolidate upon their return. The disadvantage is that you might not be putting your stash in a container.
Minetown often has a deli and a tool shop. (Remember not to let your pet eat all the tripe rations.) Minetown can be a good place to increase your food supply if you are low. Players who are missing a skeleton key or other cheap tool can buy one. Be aware though that the Gnomish Mines has several tools for free sitting on its other levels.
The popularity of Minetown means that players spend a long time there, and hence have a greater than average opportunity of dying there. Thus Minetown is often a bones level.
Reaching the Minetown priest is the objective of the protection racket, perhaps also cloning credit in the stores.
Izchak's light shop will have .194 magic lamps on average. In case there are no other shops and you want price identification: clone credit, throw items in, and buy them back to get a price quote.
As mentioned above, if you dry up one of the fountains by dipping, the Watchmen will become hostile, regardless of whether the Watchmen can see you.
If you let your pet kill them (and perhaps heal it up afterwards), the minetown guards will be a good source of studded leather armor and leather gloves for a spellcaster and help identify non-magical equipment. If you want to kill them yourself one by one, it is a good idea to lure them to a different level first. You will still be penalized for murder, but the other guards will not be angered with you.
A wizard should sacrifice for Magicbane as early as possible. If the minetown temple happens to be cross-aligned, the tending priest needs to be killed safely beforehand (and after buying protection). (Note a Helm of opposite alignment might allow you to sacrifice without killing the priest, but you will never get Magicbane this way.)
History
In NetHack 3.4.3 and earlier versions, Orcish Town existed in a non-destroyed form as Frontier Town:
--------------------------------- |...............................| |.------------.....------------.| |.|...|...|..|.....+..|...|...|.| |.|...|...|fd|.....+G.|lgt|.G.|.| |.|gen|...|..|.....+..|...|...|.| |.|...|...|++-.....----+++-+++-.| |.-+++-+++-.....................| |.............{......{..........| |.-+++-+++-....-++++-...........| |.|...|...|---.|.GG.|.----++++-.| |.|...|...|..+.|....|.+..|....|.| |.|too|...|.G+.|.@_.|.+..|....|.| |.|...|...|..+.|....|.+..|....|.| |.------------.------.---------.| |...............................| ---------------------------------
Izchak's light shop (marked "lgt") is guaranteed, but the general store
("gen"), food shop ("fd") and tool shop ("too") have only a 90% chance of
existing.
Only one + on each wall is randomly made a door. This level contains two random traps.
Monster
Symbol
Location
The Watch
@@@@@
Patrolling randomly
Priest
@
In temple
Gnomish Wizards
GG
In temple
Gnomes
GG
In rooms marked with G
Gnome lord
G
In room marked with G
Gnomes
GGG
Outside mapped area
Dwarf
h
Outside mapped area
Variants
FIQHack
In FIQHack Minetown is guaranteed to contain a magic chest.
SporkHack
SporkHack adds a minetown layout with rooms full of animals. Modified versions of this layout in other variants are called "Zoo Town"
EvilHack
EvilHack includes a modified version of SporkHack's Zoo Town.
SpliceHack
SpliceHack includes a modified version of SporkHack's Zoo Town.[6] SpliceHack also adds a new "spooky" Minetown layout called "Lavender Town".
Lavender Town
Wikipedia has an article about:
Lavender Town
........................................-------------------------------------..|...................................|..|.------....------..-------------+-.|..|.|....+....|....|..+lgt|.........|.|..|.|heal|..{.|....|..|...|.........|.|..|.|....|....|....|..--------------|.|..|.|....|....+....|......|.general |.|....------....------......+.........|............................-----------....|...................................|..|................--+--..............|..|................|...|..............|..|------+-+---....+._.+...-----------|..|.......|...|....|...|...+..........|..|.......|tl.|....--+--...|graveyard.|..|.......|...|............|..........|..-------------------------------------........................................
The town contains a health food store (marked "heal"), a tool shop (marked "tl"), a general store (marked "general") and Izchak's lighting store (marked "lgt"). There is also a graveyard and temple. In addition to the regular Minetown inhabitants, many undead creatures roam the level. Some of the undead are peaceful.
The mapped portion of the level is dark, except for the stores and altars.[7]
Monster
Symbol
Location
The Watch
@@@@
Patrolling randomly
Priest
@
In temple
Gnomish Wizards
GGG
Gnome
G
Gnome ruler
G
Dwarf
h
Dwarf zombies
ZZZ
Gnome zombies
ZZ
Ghosts
Human zombie
Z
In health food store
Peaceful Ghoul
Z
Peaceful Skeleton
Z
In graveyard
Peaceful Zombies
ZZ
In graveyard
Slash'THEM
SlashTHEM added a new variant in 0.9.5[8] called the "Ruined & Dangerous town".
Ruined & Dangerous Town
.--------00--0----0--0----00----..|-----...{....--------->----.-|..0|._.|........|fo||...|.0....|0..0|tem|.------.0.o||gen|.0tool||..0|ple+.|....|.0.d||...|.|....||..||...+.|cand|.00--|...|.--00--0..||...|.|....+.....--+--.......|..||...|.------...........}ww}}}|..|-----.........0--0+-...ww}}}w|..------------------.0-----------..................................
This variant contains an empty temple, a couple of destroyed shops ("food" and "tool") and plenty of boulders. The candle ("cand") and general ("gen") shops will have active shopkeepers.
The town has a number of gnomes (including a gnome king), a bugbear chieftain, and a 50% chance of a cursed bag of holding.
References
↑ Weighted mean probability: (1/6)(5 - 1) + (1/3)(6 - 1) + (1/3)(7 - 1) + (1/6)(8 - 1) = 5.5%
↑ Expected without mimics, times .945, the proportion of squares without mimics on average.
↑ Weighted mean: 0.18 * 5/7 + .27 * (2/7)
↑ 3% of items in a light store are magic lamps; 8% of items in general store are tools, 0.015 tools are magic lamps; 90% of items in "wand" shop are wands, 4% of items in general store are wands, 0.5% of wands are wishing; see http://www.steelypips.org/nethack/343/tool-343.html and http://www.steelypips.org/nethack/343/wan1-343.html as well as the wiki's shop page.
↑ src/mon.c in NetHack 3.6.1, line 2725
↑ https://github.com/NullCGT/SpliceHack/blob/Spl-R-1.1.0/dat/minetn-8.lua
↑ https://github.com/NullCGT/SpliceHack/blob/Spl-R-1.1.0/dat/minetn-9.lua
↑ https://github.com/Soviet5lo/SlashTHEM/blob/develop/CHANGELOG-NG.md#version-095-2021-02-01
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 3.6.1. 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. |
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# User:Jegolas
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
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# Talk:Black market (UnNetHack)
In 5.1.0, you can not tame monster by spell in black market, but feed cat or dog still work. --Zgyt4033 (talk) 21:12, 11 January 2014 (UTC)
Ideas for stopping Sam that DON'T work (couldn't think of a place to put them in the article):
Pit fort (flying)
Boulder fort (doesn't even slow her down)
Poison insta-kill (poison resist)
Outrunning/out-teleporting (much faster than you, 12/13 chance of pain)
Luring Sam out of the Black Market and into a normal, conflict and teleport ready level
Pacifying Sam as a shopkeeper in the second level design
Relying on tame monsters or conflict outside of very specific scenarios
Having a huge wall of enemies between you and Sam while you make a break for the exit (almost made it too...)
It's possible to kill Sam and Black marketeers with strong pet. You can tame a domestic animal with food then polymorph it or cast create familiar spell to get it.
Boulder fort can trap peaceful Sam, at least when the only way out is occupied by your character. Let your strong pet(s) finish her.--Zgyt4033 (talk) 04:25, 20 January 2014 (UTC)
"Strong pet" means Iron golem or something stronger, and only work against less armored Sam. My lv.30 mastodon and lv.24 titan with +4 long sword cannot even hit the AC -29 Sam. --Zgyt4033 (talk) 06:53, 12 March 2014 (UTC)
My lv.26 purple worm(eaten 4 wraiths) cannot hit the AC -26 Sam for thousands turns. ——Zgyt4033 (talk) 03:51, 24 August 2017 (UTC)
Killed that AC -26 Sam with lv.30 mastodon. ——Zgyt4033 (talk) 08:38, 24 August 2017 (UTC)
Has anyone tried stinking cloud as a way to kill One-Eyed Sam? I couldn't find any mention of it when I searched for it. But I also don't see any mention of Sam not needing air. --Fireball (talk) 11:19, 28 Feb 2017 (UTC)
Poison resistant monsters do not take damage, but are still angered.
--Evilkolbot (talk) 12:56, 28 February 2017 (UTC)
Question: in the variant of the black market with individual shops, Sam's assistants often step on the exit portal and leave the black market, ending up on a normal dungeon level. Are there any repercussions to killing the assistants outside of the black market?
-Radishes (talk) 02:35, 20 September 2017 (UTC)
No more than killing regular peaceful monster. --Zgyt4033 (talk) 09:38, 20 September 2017 (UTC) |
# User talk:Bort
Welcome, Bort!
Welcome!
Hi, Rob! Welcome, and thanks for joining NetHackWiki!
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This is an automated greeting. -- The Welcome Bot 17:19, 24 Jul 2023 (UTC) |
# Talk:Ring of regeneration |
# User talk:212.149.242.54
Please do not vandalize NetHackWiki
Unconstructive edits such as the one that you (or someone at this same IP) did on SporkHack might be fun for you, for about five minutes. The rest of us don't appreciate them much. Please don't do that.--Ray Chason 19:45, 17 September 2008 (UTC)
This is the discussion page for an anonymous user who has not created an account yet or who does not use it. We therefore have to use the numerical IP address to identify him/her. Such an IP address can be shared by several users. If you are an anonymous user and feel that irrelevant comments have been directed at you, please create an account or log in to avoid future confusion with other anonymous users.
[WHOIS • RDNS • RBLs • Traceroute • TOR check] · [RIRs: America · Europe · Africa · Asia-Pacific · Latin America/Caribbean] |
# Riding
Riding in a feature in NetHack that requires a saddle and a suitable choice of pet, and also has a skill associated with it. While any character is capable of riding, it tends to be commonly associated with Knights, who begin the game with a saddled pony and Basic in the riding skill.
Contents
1 How to ride
1.1 Suitable steeds
1.2 Conditions for riding
2 Riding skill
2.1 Bonuses and penalties
3 Riding over traps
4 Movement limitations and other properties
5 Strategy
5.1 Choices of steed
5.2 Intrinsics and your steed
6 Messages
7 Variants
7.1 SLASH'EM
8 References
How to ride
To ride a monster, you must use the #ride command in the direction of a tamed saddled monster, and use the command again while riding to dismount. You must be in a humanoid form that is not too big or small to fit on a saddle in order to ride.
Riding a monster will decrease its tameness with each mount, unless you are a Knight.
Suitable steeds
Eligible monsters for saddling and riding include:
All q
All u
All C
All D except D Ixoth and the D Chromatic Dragon
All J
A Ki-rin and A couatls
Monsters are saddled by standing next to them and applying a saddle in their direction—it is possible to saddle a non-tame monster, but this is more difficult than saddling a pet, and you will not be able to ride the monster until it is tamed.
Conditions for riding
The chance of your attempt to mount your steed succeeding is (5 × (your experience level + steed's tameness)) percent; if your attempt fails, you will slip while trying to get on and lose 10–14 hit points.[1] You cannot attempt to mount a steed if any of the following conditions apply:
You are already riding
You are hallucinating
Your legs are wounded
Your encumbrance is stressed or worse
You are blind and not telepathic
You are punished
You or your steed are trapped
You are levitating and cannot come down at will
You are wearing rusty or corroded body armor
You will always fail and slip if any of the following apply:[2]
You are confused
You are fumbling
You have slippery fingers
Your steed's saddle is cursed
Invoking the Heart of Ahriman while riding will levitate the steed along with you.
Riding skill
Riding
Max
Role
Basic
Archeologist, Barbarian, Rogue, Ranger, Tourist, Wizard
Skilled
Samurai, Valkyrie
Expert
Knight
The riding skill is not required to ride a monster, but has an effect on your ability to fight and perform other actions while riding. The success of saddling, mounting, dismounting, and goading the steed to gallop are determined by your skill level in riding.
It takes 101 steps while riding to exercise the riding skill, and thus takes 2020 steps to train the skill enough that you can go from Unskilled to Basic[3]—keep in mind that most ridable monsters are faster than the "default" speed of 12.
Bonuses and penalties
While riding, your carrying capacity will be set to maximum, and your movement speed is set to that of the steed (e.g., a horse is as fast as a character wearing speed boots, and a warhorse is even faster). However, many of your other actions—fighting, quaffing, reading, zapping, and engraving while riding—still rely on your own movement speed.
Your steed will be more passive while riding—it will not pick up items, will not react if riding over cursed items, and will not spontaneously attack monsters. However, monsters have a chance of attacking your steed instead of you, causing your steed to counterattack. You can also use polearms effectively at close range while riding.
A character riding at Unskilled level has a −2 to-hit penalty—Basic skill reduces the penalty to −1, and twoweaponing always adds an additional −2 to-hit on top of any other penalties. Riding at Skilled level or higher gives a +1 damage bonus, and Skilled level also gives a +1 to-hit bonus to non-twoweapon combat.[4] Higher skill ranks also improve rates of success for saddling, mounting, dismounting, and goading the steed to gallop.
Basic skill is required in order to be able to pick objects up from the floor while riding, and you cannot eat food off the ground; strangely, tinning kits can still be used on corpses without dismounting.
Riding over traps
Your steed will be subject to the traps that you ride through—however, tameness is not decreased by riding into traps (even known traps), unlike other methods of leading a pet into a trap. If you ride into a pit, your steed will be damaged by the fall. If you ride into a polymorph trap, your steed will polymorph (most likely into something that can't carry you); if this occurs and you hit the ground, you will polymorph as well. A source of magic resistance (e.g. a cloak of magic resistance) or an amulet of unchanging will protect both you and your steed from polymorph traps.
Movement limitations and other properties
You cannot dip objects in pools unless on a flying or swimming steed; dipping into fountains will work as normal. Setting traps while riding has a chance of failure, but the chance can be greatly minimized with good Luck, and you will be warned before applying the trap—fumbling or using a cursed trap will increase the chance of failure. Failing to set a beartrap causes it to drop harmlessly to the floor, but failure to set a land mine will detonate it instead.
If you ride a non-flying steed downstairs while burdened, you will fall off and injure both legs. Oddly, you cannot use stairs while your steed is eating, even though you can still move around within the level itself.
Shopkeepers will block the entrance to their shops while you are riding. If you get past them in some other way, however, they will be happy to do business with you without forcing you to dismount.
Invoking conflict while riding may cause your steed to throw you off, subject to your steed's magic resistance stat.
Strategy
Most players who elect to ride often or in the long run should consider carrying a stethoscope to monitor the health of their mount by applying it to them using >. Be sure to run away or heal your steed if they are in trouble—if you teleport while riding, your steed will be teleported with you. You can also heal your steed with a spell of healing or extra healing by specifying > as the direction of the spell; spellcasting steeds can heal themselves even while you are riding them.
In addition to food for your steed, other items are worth keeping on hand for the long-term rider—a wand of speed monster can increase their speed further, and a wand of undead turning may be ideal for worst-case scenarios if your fallen steed leaves behind a corpse.
If riding with the skill at Unskilled level or restricted, you can apply a bullwhip downward to snag items—there's a chance that the whip will instead slip loose or whip your steed into galloping (decreasing its tameness).[5][6] While Basic skill is sufficient for most use cases, Skilled is nice to have for better to-hit, and higher skill ranks improve rates of success for riding-related activities—though their success rates can also be bolstered via improving dexterity and charisma.
Choices of steed
The notable choices of steed from those eligible are as follows:
Horse: Ponies are 16-speed monsters that can grow up into a 20-speed horse and then a 24-speed warhorse, which can be further increased to 32 via wand of speed monster—Knights in particular always start with a saddled pony. While easy to tame or pacify, and capable of doing solid damage with their high speed and kicking, horses are herbivorous and thus somewhat difficult to keep fed once tamed.
Unicorn: All unicorns have the same base speed as the warhorse and similarly solid damage, but taming one initially is somewhat more difficult. They have intrinsic poison resistance and the ability to cure many other status ailments using their horn.
Dragon: All dragons are carnivorous and thus easy to keep fed, and can be acquired via egg, including ones laid while polymorphed into a dragon. They are capable of flight and have good AC, but have low movement speed at 9 (12 after gaining intrinsic speed). Dragons also have valuable intrinsics based on their color—gray and silver dragons are notable for their immunity to death rays, and silver dragons can additionally reflect other rays aimed at you.
Jabberwock: The jabberwock lacks the dragon's breath weapon, scales and intrinsics, but has stellar hit dice and damage with 4 2d10 attacks, as well as a better base speed of 12 (18 when fast).
Ki-rin: Ki-rin are naturally fast at 18 base speed, capable of flight, and can cast healing spells on itself. However, they are very rare and difficult to tame—they are also inediate and thus cannot be fed, meaning that they will eventually untame. As such, they are primarily if not entirely sought out by Knights. Due to their high monster magic resistance, they will always resist conflict unless drained below level 15.
Centaur: Mountain centaurs are the strongest type, but are still slower than warhorses and unicorns (20 base speed vs. their 24). However, they are omnivorous and thus much easier to keep fed, and can even equip a shield of reflection and a weapon. However, they are at serious risk if allowed to eat a shapeshifter's corpse.
Leocrotta, mumak, and mastodon: While most quadrupeds are not particularly noteworthy as steeds, the leocrotta is quite fast with a natural speed of 18 (best among its monster class) and has solid hit die. The mumak and mastodon are much slower (9 and 12 base speed), but have incredibly powerful headbutt attacks.
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.
Several changes made to the upcoming version of NetHack also affect the viability of certain steeds:
Ki-rin now have poison resistance, and are no longer considered animals. They also now have the ability to cure themselves using their horns like unicorns, but their horns will not drop.
Riding while wearing an amulet of flying will cause the steed to fly as well. Among other things, a mountain centaur with a source of reflection, a unicorn horn and an artifact weapon can be a somewhat viable competitor to the ki-rin.
Per this commit, pets can now gain intrinsics from corpses, making riding potentially far more viable in the long term and bolstering the longevity of certain steeds.
Pets will no longer eat corpses that make them polymorph, unless they are starving or on the verge of becoming untame.
Intrinsics and your steed
While player magic resistance also protects the steed as well, player reflection does not. In addition, jumping conveyed from jumping boots allows you to jump while riding, but speed and water walking conveyed via boots have no effect on the steed.
A user has suggested improving this page or section as follows:
"We need an exhaustive table clarifying which intrinsics and extrinsics transfer to your steed and under which circumstances. Is there a consistent, intuitive rule that can be applied?"
Messages
You've been through the dungeon on a
<steed> with no name.
You dismounted an unnamed steed.
It felt good to get out of the rain.
As above, while hallucinating. Both lines are a reference to the song "A Horse with No Name".
Variants
SLASH'EM
SLASH'EM allows the player to eat food off the ground while riding. It also introduces Pegasus, a good steed candidate.
References
↑ steed.c in NetHack 3.4.3, line 315
↑ steed.c in NetHack 3.4.3, line 327
↑ exercise_steed in steed.c; increment is postfix rather than prefix so it takes 101 turns rather than 100
↑ weapon.c in NetHack 3.6.1, line 1411
↑ apply.c in NetHack 3.4.3, line 2154
↑ steed.c in NetHack 3.4.3, line 397
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.
</steed> |
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# Killer beetle
a killer beetle
Difficulty
21
Attacks
Bite 6d6
a killer beetle
Difficulty
21
Attacks
Bite 6d6
Base level
19
Base experience
567
Speed
6
Base AC
-4
Base MR
0
Alignment
0 (neutral)
Frequency (by normal means)
1 (Very rare)
Genocidable
Yes
Weight
100
Nutritional value
100
Size
Large
Resistances
poison
Resistances conveyed
poison (100%)
A killer beetle:
has no hands.
is an animal.
is poisonous to eat.
is carnivorous.
is normally generated hostile.
does not appear in Gehennom.
Reference
SLASH'EM_0.0.7E7F2/monst.c#line253
A killer beetle is the strongest insect in SLASH'EM. It is the only insect to appear as a 5 via warning. It almost always appears via summon insects, as it cannot be generated in Gehennom.
Strategy
Along with the assassin bug, killer beetles make the summon insects spell significantly less benign in SLASH'EM. They are less of a threat than assassin bugs and stronger migos, however, since they are quite slow. They can still do large amounts of damage though, and have large numbers of hit points, and thus are best avoided in favor of more pressing targets (such as the caster of the summon insects spell).
Encyclopaedia entry
No entry |
# Anger
A user has suggested improving this page or section as follows:
"Per 3.6.3: "When players injure themselves kicking an altar, the relevant god's wrath is no longer ignored." This implies significant effects on anger, and the article should be updated accordingly."
Religion in NetHack
priests
alignment
alignment record
altars
atheism
anger
gods
sacrifice
prayer
turn undead
Anger is a measure of how angry your god is with you.
It is a Bad Idea to ask your god for favors when it is angry with you.
If you sufficiently annoy any god, it may smite you.
Your god can be mollified by sacrificing sufficiently powerful monsters at a coaligned altar.
To reduce anger, a simple rule of thumb is that non-chaotics must sacrifice a monster's corpse of difficulty 7 or greater, and chaotic players must sacrifice a corpse of 11 or greater. For non-chaotic players, a cross-aligned unicorn will also work.
Contents
1 Effects of anger
2 Checking your god's anger
3 Ways to anger your god
4 Ways to mollify your god
4.1 Value of corpses
4.2 Messages
5 Other ways to get a god to smite you
6 Smiting
7 References
Effects of anger
Luck (both good and bad) times out more quickly if your god is angry.
Your god will smite you if you pray while it is angry.
Attempts to #turn undead will fail if your god is extremely angry.
The manner in which your own god smites you is largely determined by its anger.
Checking your god's anger
Enlightenment by a wand or potion includes a statement of your god's anger, if any.[1]
Message
Anger
"
<god's name=""> is extremely angry with you"
7+
"<god's name=""> is very angry with you"
4-6
"<god's name=""> is angry with you"
1-3
<no message="">
0
Ways to anger your god
Many of the following have other effects as well, such as on luck or your alignment record, but for brevity these are not shown here.
Action
Anger
Sacrificing your own race at an altar, and you are not chaotic
+3*
Attempting to change alignment through sacrifice a second time
+3*
Attempting to change alignment to unaligned outside Gehennom
+3*
Sacrificing on an altar of Moloch in Gehennom
+3
Sacrificing an identified fake Amulet of Yendor
+3
Sacrificing a unicorn of your alignment at an altar of your alignment
+1*
Sacrificing a former pet at an altar of your alignment
+1*
Praying before your prayer timeout
+1*
Praying to make unholy water when it was otherwise safe to pray
+1*
Killing your pet by displacing it into a trap.
+1
* Your god will smite you after increasing anger.
Ways to mollify your god
Anger never times out by itself. Sacrificing corpses to your god is the only way to reduce it.
Action
Anger
Sacrificing a unicorn at an altar of its own alignment (not yours)
-1*
Sacrificing a former pet at an altar not of your alignment
-1*
Sacrificing any other corpse to your own god
<see below="">
* The altar's god will smite you. (Your god is slightly mollified because you upset another god.) The corpse is not consumed, perhaps due to a bug.
Value of corpses
Your god's anger is reduced based on the value of the corpse sacrificed and your alignment.[2]
Value is the difficulty of the monster plus 1[3], with some adjustments:
A former pet of yours has a value of -1 and is guaranteed to anger the altar's god by 1.
A unicorn of the altar's alignment has a value of -5 and is guaranteed to anger the altar's god by 1.
A unicorn not of your alignment has +3 extra value.
Undead have +1 value if you are not chaotic.
Otherwise, the actual reduction depends on your alignment:
If you are not chaotic, your god's anger is reduced by value/8.
If you are chaotic, your god's anger is reduced by value/12.
Messages
Main article: Sacrifice#Messages
Other ways to get a god to smite you
In addition to the above, the following will result in one god or another smiting you, but will not affect your god's anger:
Action
Deity
Praying with negative luck, negative alignment record, or when your god is angry
Your god
Praying while in Gehennom
Moloch*
Sacrificing anything at a high altar not of your alignment
The altar's god**
* Moloch may not smite you if you have low positive alignment and/or good luck.[4]
** That god zaps you (as a 10+ on the smite table). You don't lose your intrinsic protection. If you sacrificed a known fake Amulet of Yendor, this is in addition to your own god getting angry.
Smiting
Sufficiently annoying any god will cause it to possibly smite you.[5]
You will lose any intrinsic protection you may have if you anger any god to this point, regardless of the actual outcome of the attempt.[6]
There may be an additional negative effect based on the following:
Your god's anger
Whether your own god or a different god is trying to smite you
Your luck
Your alignment record
The following algorithm and lookup table show how the negative effect is chosen.
Base value
If your own god is trying to smite you, start with three times your god's anger.
If a different god is trying to smite you, start with half your alignment.
Luck modifier
If your luck is positive, subtract one third of your luck from the base value.
If your luck is negative, subtract your luck from the base value (making things worse).
If your own god is trying to smite you and your alignment is at least strident, instead subtract only one third of your luck from the base value. (Your god relents somewhat due to your past piety?)
Adjustment
If the value is less than 1, increase it to 1.
If the value is greater than 15, decrease it to 15.
Roll 1d(value) and use the following lookup table.
Roll
Message
Effect
1–2
"You feel that <god> is displeased."
("You feel that <god> is bummed" if you are hallucinating.)
No further effect.
3–4
"Thou hast strayed from the path, mortal" if your alignment is negative and your own god is smiting you;
"Thou art arrogant, mortal" otherwise.
"Thou must relearn thy lessons!"
You lose 1 wisdom and one level. However, if you are already at experience level 1, you do not lose a level and do not die from this effect.
5–6
"Thou hast angered me."
"A black glow surrounds you."
Items in your inventory will be randomly cursed.
7
"Thou hast angered me."
If you are not punished, you become punished. If you are already punished, treat as a roll of 5-6 above.
8–9
"Thou durst call upon me?"
("Thou durst scorn me?" if you are at an altar of a god other than the one smiting you)
"Then die, mortal!"
The god summons a hostile minion.
10+
"Thou hast angered me."
The god zaps you with a fatal lightning bolt.[7]
If you are engulfed by a monster lacking shock-resistance, it dies. (Reflection will not save it.)
If you are not engulfed, and you have neither shock resistance nor reflection, you die.
If you survive for any reason, "<god> is not deterred..." and the god zaps you with a wide-angle disintegration beam.
If you are still engulfed and the monster lacks disintegration resistance, the monster dies.
If you are not engulfed, and do not have disintegration resistance, you die.
Being hit by a wide-angle disintegration beam will also destroy your shield, cloak, body armor and shirt, even if you are disintegration-resistant. However, items that provide reflection or disintegration resistance will be unaffected, as will items worn under another item that grants it (such as a shirt worn under silver dragon scale mail). Reflection will not protect you from the disintegration beam, however.
If you survive by means of disintegration resistance, "You bask in its black glow for a minute..." and the god says "I believe it not!"
If you are on the Astral Plane or the Sanctum level, "Thou cannot escape my wrath, mortal! Destroy <him>, my servants!" and three hostile minions are summoned.
References
↑ cmd.c in NetHack 3.4.3, line 1070: degrees of anger
↑ pray.c in NetHack 3.4.3, line 1420: Corpse value determines anger reduction; alignment affects amount.
↑ pray.c in NetHack 3.4.3, line 1161: Base value is difficulty + 1.
↑ pray.c, line 1618 (Moloch smites you if (u.ualign.record <= 0 || rnl(u.ualign.record)))
↑ angrygods in pray.c
↑ pray.c in NetHack 3.4.3, line 558: smiting strips protection
↑ god_zaps_you in pray.c (divine zaps and how to avoid their effects)
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.
</him></god></god></god></see></no></god's></god's></god's> |
# Forum:How to determine the current Branch ?
< Forum:Watercooler
Nethack has several Branches, for Example The Dungeons of Doom and the gnomish Mines, but how is it possible to determine in which Branch you currently are ?
If you save and reload your Game you get told about the Branch, so seems not to be a Secret, but how can this information be displayed without saving ? In the Status Bar, there is only the Level displayed, but not the branch.
Sorry, this is probably a stupid quesetion, since I am new in Nethack, but honestly I can't find it out, neither in the Nethack Help nor in the Wiki.
The Version I use is Nethack 3.4.3 for DPMI, in coloured Text-Mode.
79.210.107.234 19:54, 7 March 2013 (UTC)
It depends on the interface: some interfaces display the branch. The tty interface (which I think you are using, given that you say "text mode") doesn't display the branch, though. You can usually find out by looking at your surroundings, though: the Mines have an appearance different from the Dungeons, for example.
It's not a stupid question, though – I can see why you assume the interface would note the branch somewhere. —bcode talk | mail 20:00, 7 March 2013 (UTC)
OK Thank you 79.210.107.234 20:11, 7 March 2013 (UTC)
This is a real problem for developers of interface enhancements (noobhack, taeb, interhack) and bots (taeb, saiph, ...). Eidolos/Sartak blogged about related problems: http://sartak.org/2011/01/interhack-and-taeb-postmortem.html --Tjr (talk) 10:47, 8 March 2013 (UTC)
Some Nethack clients such as X11 or GTK displays it and the floor number under your title ("Name" the "X"). -67.168.190.229 07:14, 9 March 2013 (UTC) |
# NetHack 2.3e
NetHack Versions
Jay Fenlason's Hack
HACK for UNIX
Hack 1.21 for DOS
Hack for PDP-11
PC/IX Hack
Andries Brouwer's Hack
Hack 1.0
Hack 1.0.1
Hack 1.0.2
Hack 1.0.3
Early NetHack
NetHack 1.3d
NetHack 1.4f
NetHack 2.2a
NetHack 2.3e
The NetHack 3.0 Series
NetHack 3.0.0
NetHack 3.0.1
NetHack 3.0.2
NetHack 3.0.3
NetHack 3.0.4
NetHack 3.0.5
NetHack 3.0.6
NetHack 3.0.7
NetHack 3.0.8
NetHack 3.0.9
NetHack 3.0.10
The NetHack 3.1 Series
NetHack 3.1.0
NetHack 3.1.1
NetHack 3.1.2
NetHack 3.1.3
The NetHack 3.2 Series
NetHack 3.2.0
NetHack 3.2.1
NetHack 3.2.2
NetHack 3.2.3
The NetHack 3.3 Series
NetHack 3.3.0
NetHack 3.3.1
The NetHack 3.4 Series
NetHack 3.4.0
NetHack 3.4.1
NetHack 3.4.2
NetHack 3.4.3
The NetHack 3.6 Series
NetHack 3.6.0
NetHack 3.6.1
NetHack 3.6.2
NetHack 3.6.3
NetHack 3.6.4
NetHack 3.6.5
NetHack 3.6.6
NetHack 3.6.7
NetHack 2.3e is the fourth public release of NetHack and the last before the founding of the DevTeam. Mike Stephenson published it to the Usenet newsgroup comp.sources.games.bugs (an unmoderated group, unlike comp.sources.games) in April 1988.
Contents
1 Availability
2 Significant changes
3 The adventurer
4 Dungeon features
5 Bestiary
5.1 The Three Stooges
6 Objects
6.1 Artifacts
6.2 Amulets
6.3 Food
6.4 Weapons
6.5 Tools
6.6 Armor
6.7 Potions
6.8 Scrolls
6.9 Wands
6.10 Spellbooks
6.11 Rings
6.12 Gems
6.13 Other items
7 References
Availability
NetHack 2.3e first appears as a patch against NetHack 2.2a. Google Groups has the patch at:
Part 1
Part 2
Part 3
Part 4
Part 5
Part 6
Part 7
Part 8
Part 9 (is in fact a duplicate of part 8)
Part 10
Part 11
Part 12
Part 13
There are thirteen parts, but the subject lines incorrectly say that there are twelve.
UUNet did not archive comp.sources.games.bugs, but nonetheless provided a complete distribution of NetHack 2.3e. This is available at the Internet Archive. You can click on the links, but to get the complete archive, copy and paste to a script for wget.
https://archive.org/download/Usenet_InfoMagic/Usenet%20%28InfoMagic%29%20%28Disc%202%29%20%28October%201994%29.iso/games%2Fnethack2.3%2Fpart01
https://archive.org/download/Usenet_InfoMagic/Usenet%20%28InfoMagic%29%20%28Disc%202%29%20%28October%201994%29.iso/games%2Fnethack2.3%2Fpart02
https://archive.org/download/Usenet_InfoMagic/Usenet%20%28InfoMagic%29%20%28Disc%202%29%20%28October%201994%29.iso/games%2Fnethack2.3%2Fpart03
https://archive.org/download/Usenet_InfoMagic/Usenet%20%28InfoMagic%29%20%28Disc%202%29%20%28October%201994%29.iso/games%2Fnethack2.3%2Fpart04
https://archive.org/download/Usenet_InfoMagic/Usenet%20%28InfoMagic%29%20%28Disc%202%29%20%28October%201994%29.iso/games%2Fnethack2.3%2Fpart05
https://archive.org/download/Usenet_InfoMagic/Usenet%20%28InfoMagic%29%20%28Disc%202%29%20%28October%201994%29.iso/games%2Fnethack2.3%2Fpart06
https://archive.org/download/Usenet_InfoMagic/Usenet%20%28InfoMagic%29%20%28Disc%202%29%20%28October%201994%29.iso/games%2Fnethack2.3%2Fpart07
https://archive.org/download/Usenet_InfoMagic/Usenet%20%28InfoMagic%29%20%28Disc%202%29%20%28October%201994%29.iso/games%2Fnethack2.3%2Fpart08
https://archive.org/download/Usenet_InfoMagic/Usenet%20%28InfoMagic%29%20%28Disc%202%29%20%28October%201994%29.iso/games%2Fnethack2.3%2Fpart09
https://archive.org/download/Usenet_InfoMagic/Usenet%20%28InfoMagic%29%20%28Disc%202%29%20%28October%201994%29.iso/games%2Fnethack2.3%2Fpart10
https://archive.org/download/Usenet_InfoMagic/Usenet%20%28InfoMagic%29%20%28Disc%202%29%20%28October%201994%29.iso/games%2Fnethack2.3%2Fpart11
https://archive.org/download/Usenet_InfoMagic/Usenet%20%28InfoMagic%29%20%28Disc%202%29%20%28October%201994%29.iso/games%2Fnethack2.3%2Fpart12
https://archive.org/download/Usenet_InfoMagic/Usenet%20%28InfoMagic%29%20%28Disc%202%29%20%28October%201994%29.iso/games%2Fnethack2.3%2Fpart13
Ali Harlow[1] has a NetHack 2.3e distribution at [2]; this is also available on NetHackWiki for browsing and annotation: NetHack 2.3e source code.
Significant changes
The electric eel replaces the giant eel.
Gremlins, djinn and the Three Stooges join the bestiary. The Stooges appear only in NetHack 2.3e.
Dragons are differentiated into eight types, each with a different breath weapon. They correspond to all the modern types except the silver dragon.
New objects are: K-ration, C-ration, lamp, magic lamp, badge, Hawaiian shirt, wand of lightning, and amber stone.
The tourmaline, agate, and onyx stones are removed, and the colors of worthless glass are changed.
Sting now appears.
Sinks and barracks are added to the dungeon.
The land mine first appears as a trap, though not as an object.
Djinn may emerge from glowing potions (not smoky ones, as these still have ghosts).
The adventurer
The player may choose from these roles:
Archeologist
Barbarian
Cave-(wo)man
Elf
Healer
Knight
Ninja
Priest
Samurai
Tourist
Valkyrie
Wizard
All classes permit male and female adventurers, except the Valkyrie which must be female.
The adventurer has experience, hit points, magical energy, armor class, and strength. He may advance to experience level 14.
The initial pet is a little dog.
Dungeon features
The dungeon in NetHack 2.3e has no branches; there is one way up and one way down. The first 25 levels or so consist of rooms, and beyond that, the adventurer encounters mazes. The deepest dungeon level is 60.
Medusa appears as '8' on the down-stairs of the last level with rooms. She does not have a special level, and is thus a snare for the unwary adventurer.
Dungeon level 30 and deeper are designated as "Hell". Entering hell without fire resistance, or losing it once there, is an instadeath. This may happen by taking off one's ring of fire resistance or losing one's polymorph and not being otherwise fire resistant, or by being hit by a gremlin. These levels have only up-stairs, and the only way to enter is by level teleportation.
Special rooms are throne rooms, swamps, vaults, beehives, crypts, treasure zoos, barracks, and shops. Special features are pools, fountains, thrones, and sinks.
Traps are:
bear trap
arrow trap
dart trap
trapdoor
teleportation trap
pit
sleeping gas trap
magic trap
squeaky board
web
spiked pit
level teleporter
anti-magic field
rust trap
polymorph trap
land mine
The Amulet of Yendor is found in the posession of the wizard of Yendor in a maze level. He is in a small room in the center of the maze, surrounded by water and accompanied by a hell hound.
Fake Wizard rooms contain a demon instead of the Wizard and a fake Amulet.
Other maze levels have wands of wishing tucked under a boulder in a dead-end square. There can be more than one, but it's much less likely than before; but one is guaranteed in the level immediately after Medusa. Since NetHack 3.1.0, one version of Medusa's lair has a random wand in a similar spot, commemorating the former location of the wand of wishing.
Bestiary
New monsters are indicated in boldface.
The following monsters may be encountered:
Name
Symbol
Notes
acid blob
a
bat
B
centaur
C
chameleon
:
cockatrice
c
demon
&
demon lord
&
if HARD defined at compile time
demon prince
&
if HARD defined at compile time
djinni
&
dog
d
electric eel
;
Formerly giant eel
grey dragon
D
red dragon
D
Not truly new; the 2.2a dragon breathes fire
orange dragon
D
white dragon
D
black dragon
D
Disintegration blast is an instadeath
blue dragon
D
green dragon
D
yellow dragon
D
ettin
e
floating eye
E
fog cloud
f
freezing sphere
F
gelatinous cube
g
ghost
(space)
giant
9
giant ant
A
giant beetle
b
gnome
G
guard
@
hell hound
d
Does not have a breath weapon
hobgoblin
H
homunculus
h
imp
i
jackal
J
jaguar
j
killer bee
k
large dog
d
leocrotta
l
leprechaun
L
little dog
d
lurker above
'
mail daemon
2
if MAIL defined at compile time
medusa
8
if RPH defined at compile time
mimic
M
minotaur
m
nurse
n
nymph
N
orc
O
owlbear
o
piercer
p
purple worm
P
quivering blob
q
rust monster
R
Reduces enchantment rather than truly rusting
shopkeeper
@
snake
S
soldier
3
if SAC defined at compile time
stalker
I
tengu
t
trapper
,
troll
T
umber hulk
U
unicorn
u
vampire
V
violet fungi
v
"violet fungus" if KAA defined at compile time
wizard of Yendor
1
wraith
W
xan
x
xorn
X
yellow light
y
yeti
Y
zombie
Z
zruty
z
Moe
@
if STOOGES defined at compile time (default)
Larry
@
if STOOGES defined at compile time (default)
Curly
@
if STOOGES defined at compile time (default)
Keystone Kop
K
if KOPS defined at compile time (default)
kobold
K
if KOPS not defined at compile time, or if KJSMODS is (KJSMODS is the default)
rock mole
r
if ROCKMOLE defined at compile time (default)
giant rat
r
if ROCKMOLE not defined at compile time, or if KJSMODS is (KJSMODS is the default)
quantum mechanic
Q
if KAA defined at compile time (default)
quasit
Q
if KAA not defined at compile time
giant spider
s
if SPIDERS defined at compile time (default)
scorpion
s
if SPIDERS not defined at compile time
long worm
w
if NOWORM not defined at compile time (default)
wumpus
w
if NOWORM defined at compile time
The Three Stooges
Screenshot of NetHack 2.3e showing the Three Stooges.
The Three Stooges were three monsters, appearing as @ and named Moe, Larry, and Curly. They appeared on a particular level in the upper dungeon. They occasionally killed monsters, but mostly they just whacked each other and said things associated with the Stooges on film.
The Stooges were a frequent cause of YASD, as a confused or hallucinating adventurer often hit one by mistake and had to fight him; even if they prevailed, they incurred the penalty for murder since the Stooge was a peaceful human.
The Stooges were removed in NetHack 3.0.0, but their passing is still noted in a false rumor:
The crowd was so tough, the Stooges won't play the Dungeon anymore, nyuk nyuk.
Objects
New objects are indicated in boldface.
Artifacts
NetHack 2.3e has four artifacts. Multiple copies of each may exist.
Any two handed sword may be named Orcrist and will do d10 extra points damage to orcs.
Excalibur is obtained in the modern fashion, though there is no requirement to be lawful, as alignment is not yet implemented. It gets +5 to hit and does d10 extra damage to all monsters. Wielding Excalibur makes demons angry (previously they might ask for a bribe) and can call the attention of certain monsters. Excalibur may now be granted by crowning. The player cannot name any object "Excalibur".
Any katana may be named Snickersnee and will do d5 extra points damage to all monsters.[1]
Sting is new to 2.3e. Any short sword or dagger may be named Sting and will do d5 extra damage to all monsters (not just orcs).
Amulets
Only the Amulet of Yendor and the cheap plastic imitation exist in NetHack 2.3e.
Food
Food items in NetHack 2.3e are:
food ration
tripe ration
pancake
dead lizard
fortune cookie
carrot
slice of pizza
cream pie
tin
K-ration
C-ration
orange
apple
pear
melon
banana
candy bar
egg
clove of garlic
lump of royal jelly
corpse (called dead foo rather than foo corpse)
The tin did not contain the remains of monsters, but rather a randomly-chosen food such as peaches or, if the adventurer is lucky, spinach.
The dead lizard is a found object rather than a corpse; live lizards do not exist in NetHack 2.3e. It otherwise has its modern properties in this version.
Weapons
Weapons in NetHack 2.3e are:
arrow
sling bullet
crossbow bolt
dart
shuriken
rock
boomerang
mace
axe
flail
long sword
two handed sword
dagger
worm tooth
crysknife
aklys
bardiche
bec de corbin
bill-guisarme
club
fauchard
glaive
guisarme
halberd
lucern hammer
javelin
katana
lance
morning star
partisan
ranseur
scimitar
spetum
broad sword
short sword
trident
voulge
spear
bow
sling
crossbow
Tools
Tools in NetHack 2.3e are:
whistle
leash
magic whistle
blindfold
mirror
expensive camera
ice box
pick-axe
magic marker
stethoscope
can opener
lamp
magic lamp
badge
The ice box is the only container. Then as now, it preserved corpses, and was generally too heavy (and too rare) to be useful for inventory management. Shopkeepers prevent players with an ice box from entering.
The badge is dropped when a Keystone Kop is killed. The hero may wear it, and shopkeepers will call him "Officer" and react to theft with YAFM[2], but it is otherwise a junk item. The badge appears only in NetHack 2.3e.
Armor
Armor items in NetHack 2.3e are:
helmet
plate mail
splint mail
banded mail
chain mail
scale mail
ring mail
studded leather armor
elfin chain mail
bronze plate mail
crystal plate mail
leather armor
elven cloak
shield
Hawaiian shirt (if SHIRT defined at compile time)
pair of gloves
Potions
Potions in NetHack 2.3e are:
potion of restore strength
potion of gain energy
potion of booze
potion of invisibility
potion of fruit juice
potion of healing
potion of paralysis
potion of monster detection
potion of object detection
potion of sickness
potion of confusion
potion of gain strength
potion of speed
potion of blindness
potion of gain level
potion of extra healing
potion of levitation
potion of hallucination
potion of holy water
Scrolls
Scrolls in NetHack 2.3e are:
scroll of mail (unconditional, even though mail daemon is dependent on MAIL)
scroll of enchant armor
scroll of destroy armor
scroll of confuse monster
scroll of scare monster
scroll of blank paper
scroll of remove curse
scroll of enchant weapon
scroll of damage weapon
scroll of create monster
scroll of taming
scroll of genocide
scroll of light
scroll of teleportation
scroll of gold detection
scroll of food detection
scroll of identify
scroll of magic mapping
scroll of amnesia
scroll of fire
scroll of punishment
The scroll of damage weapon acts as the modern scroll of enchant weapon does when cursed. The scroll of genocide acts, in all cases, as the modern blessed scroll; but most symbols refer to only one monster anyway.
Wands
Wands in NetHack 2.3e are:
wand of light
wand of secret door detection
wand of create monster
wand of wishing
wand of striking
wand of nothing
wand of slow monster
wand of speed monster
wand of undead turning
wand of polymorph
wand of cancellation
wand of teleportation
wand of make invisible
wand of probing (if PROBING defined at compile time)
wand of digging
wand of magic missile
wand of fire
wand of sleep
wand of cold
wand of death
wand of lightning
Spellbooks
Spellbooks in NetHack 2.3e are:
spellbook of magic missile
spellbook of fireball
spellbook of sleep
spellbook of cone of cold
spellbook of finger of death
spellbook of healing
spellbook of detect monsters
spellbook of force bolt
spellbook of light
spellbook of confuse monster
spellbook of cure blindness
spellbook of slow monster
spellbook of create monster
spellbook of detect food
spellbook of haste self
spellbook of cause fear
spellbook of cure sickness
spellbook of detect unseen
spellbook of extra healing
spellbook of charm monster
spellbook of levitation
spellbook of restore strength
spellbook of invisibility
spellbook of detect treasure
spellbook of dig
spellbook of remove curse
spellbook of magic mapping
spellbook of identify
spellbook of turn undead
spellbook of polymorph
spellbook of create familiar
spellbook of teleport away
spellbook of cancellation
spellbook of genocide
Rings
Rings in NetHack 2.3e are:
ring of adornment
ring of teleportation
ring of regeneration
ring of searching
ring of see invisible
ring of stealth
ring of levitation
ring of poison resistance
ring of aggravate monster
ring of hunger
ring of fire resistance
ring of cold resistance
ring of protection from shape changers
ring of conflict
ring of gain strength
ring of increase damage
ring of protection
ring of warning
ring of teleport control
ring of polymorph
ring of polymorph control
ring of shock resistance
Because charisma does not exist in NetHack 2.3e, the ring of adornment is a useless item.
Gems
Gems in NetHack 2.3e are:
dilithium crystal
diamond
ruby
sapphire
emerald
turquoise stone
aquamarine stone
amber stone
topaz stone
opal stone
garnet stone
amethyst stone
jasper stone
fluorite stone
jade stone
and worthless pieces of white, blue, red, yellowish brown (formerly yellow), and green glass.
The tourmaline, agate, and onyx stones are removed.
Other items
Other items not appearing in the above categories are:
heavy iron ball
iron chain
enormous rock
It is not possible to pick up an iron chain, nor can they be generated from iron golems, because these do not exist in NetHack 2.3e.
References
↑ fight.c in NetHack 2.3e, line 399
↑ shk.c in NetHack 2.3e, line 938 |
# Talk:Punisher
punisher spell list
/* punisher spells, some are copies of above spells */
34 #define PUN_OPEN_WOUNDS 0
35 #define PUN_PSI_BOLT 1
36 #define PUN_HASTE_SELF 2
37 #define PUN_PARALYZE 3
38 #define PUN_GEYSER 4
39 #define PUN_FIRE_PILLAR 5
40 #define PUN_SUMMON_MONS 6
41 #define PUN_AGGRAVATION 7
42 #define PUN_DEATH_TOUCH 8
This doesn't include the melee range punshment spell
--Ozymandias (talk) 15:26, 22 July 2013 (UTC)
Doesn't include as in it wasn't there, or as in you didn't include it in this code excerpt? I haven't witnessed it myself, but people on #unnethack informed me of it and it was further implied by the in-game description. Ihatesoldiera (talk) 19:21, 22 July 2013 (UTC)
Both, really - I don't think it would have been in that list, but also this code-snapshot turned out to be from shortly before that was implemented.
--Ozymandias (talk) 19:45, 22 July 2013 (UTC) |
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09:16 Racial monster (diff | hist) . . (-72) . . Umbire the Phantom (talk | contribs) (→Racial equipment: potholes, fix descriptions) |
# File:Topaz ring.png
File
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Topaz_ring.png (16 × 16 pixels, file size: 203 bytes, MIME type: image/png)
A 16x16 vanilla NetHack tile of the object 'topaz ring'.
File history
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Eating jewelry
List of vanilla NetHack tiles
NetHack 3.2.0
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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 |
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# Category:한국어
This category lists all articles in Korean.
한국어로 된 문서 범주입니다.
Pages in category "한국어"
The following 107 pages are in this category, out of 107 total.
A
Acid resistance/ko
Alchemy smock/ko
Alignment/ko
Amulet of restful sleep/ko
Amulet of strangulation/ko
Angelic being/ko
Autocursing/ko
Axe/koB
Banana/ko
Bell of Opening/koC
Candelabrum of Invocation/ko
Carrot/ko
Cloak of displacement/ko
Cloak of invisibility/ko
Cloak of protection/ko
Cloak/ko
Cold resistance/ko
Comestible/ko
Copper/ko
Corpse/ko
Cure sickness/koD
Destroy armor (monster spell)/ko
Disintegration resistance/koE
Elven boots/ko
Elven cloak/ko
Eucalyptus leaf/koF
Fire resistance/ko
Force/ko
Fountain/koG
Gaze attack/ko
Genocide/ko
Gnome With the Wand of Death/ko
Gray dragon scale mail/koI
Illiterate/ko
Immunity to sickness/ko
Infravision/ko
Instadeath/koJ
Jumping boots/koK
Kraken/koL
Lamp/ko
Lich/ko
Lump of royal jelly/koM
Magic lamp/koO
Oil lamp/ko
Oilskin cloak/ko
Open/ko
Orange/koP
Pet/ko
Poison resistance/ko
Polymorph/ko
Polypiling/ko
Potion of confusion/ko
Potion of healing/ko
Potion of monster detection/ko
Prayer/ko
Price identification/koR
Resistance/ko
Ring of aggravate monster/ko
Ring of cold resistance/ko
Ring of fire resistance/ko
Ring of invisibility/ko
Ring of polymorph control/ko
Ring of searching/ko
Ring of shock resistance/ko
Ring of teleport control/ko
Role/ko
Rub/koS
Sacrifice/ko
Scroll of punishment/ko
Shock resistance/ko
Silver dragon scale mail/ko
Sink/koT
Themed room/ko
Tin opener/ko
Tip/ko
To-hit/ko
Touch of death/koW
Wand of locking/ko
Wand of secret door detection/ko
Wand/ko
Wish/koㄱ
가격 감정
구리
기름 램프ㄷ
당근
Template:도구
도끼
독 저항ㄹ
램프ㅁ
명중ㅂ
바나나
Template:반지
분수ㅅ
시체
싱크대ㅇ
애완동물
오렌지
유칼립투스 잎
Template:의ㅈ
저항
죽음의 손길
즉사
지팡이
직업ㅍ
폴리모프
폴리파일링ㅎ
회복의 물약 |
# Pounding
Players can pound colored squares, depending on their skill level.
In NetHack, pounding is the action of applying a polearm (including but not limited to lances) on a target that is at a distance of exactly two squares from the wielder.
Contents
1 Terminology
2 Description
3 Strategy
4 History
5 References
Terminology
This game function was given the name "pounding" by Shawn M. Moore, who gave a thorough description of it in The Knight FAQ.
Description
At Basic and Unskilled level, the target must be in a straight line from the wielder. At Skilled level, it can be a knight's jump from the wielder. At Expert level the target can also be at a diagonal, meaning that any of the sixteen squares at a distance of two can be hit. Only Knights may reach Expert skill level in lance, and no roles can reach expert in polearms. Pounding can scuff engravings beneath you, just like attacking in melee.[1]
When twoweaponing, the range for pounding is determined by the lesser of your polearm or lance skill and your two-weapon combat skill. This is only possible with a lance, because all other polearms are two-handed. A lance can be used for pounding without any penalty, even when the wielder is not mounted.
Most monsters can only use polearms with a skill level equivalent of unskilled, with the exception of the troll - all trolls can use them with a skill level equivalent of skilled, meaning they can hit you from a knight's jump away.
Strategy
Pounding is an excellent strategy for hitting both melee and ranged targets; if you have adequate speed and at least Skilled level, you can attempt to kill a group of opponents at a choke point (such as a door) a knight's move away. If you plan on pounding in corridors, though, you will need either a light source or infravision, as you cannot pound a monster you cannot see (even if you can detect it via other means).
In addition, pounding does not trigger passive attacks, meaning you can use it against dangerous creatures without depleting your projectiles or wand charges. Some players like to pound dangerous sea monsters on levels such as Medusa's Island, the Castle, and the Wizard's Tower in order to remain safe from their drowning attacks.
Pounding can also be used for the hit and run tactic, and is much safer than melee attacks in that respect, especially after 3.6 monster speed changes.
History
The feature of pounding scuffing engravings on the square beneath the pounder is introduced in NetHack 3.6.0.
References
↑ src/apply.c in NetHack 3.6.0, line 2879
This page may need to be updated for the current version of NetHack.
It may contain text specific to NetHack 3.6.0. Information on this page may be out of date.
Editors: After reviewing this page and making necessary edits, please change the {{nethack-360}} tag to the current version's tag or {{noversion}} as appropriate. |
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# File:Long wand.png
File
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Long_wand.png (16 × 16 pixels, file size: 201 bytes, MIME type: image/png)
A 16x16 vanilla NetHack tile of the object 'long wand'.
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current12:27, 1 August 200616 × 16 (201 bytes)BotFenix (talk | contribs)A 16x16 vanilla NetHack tile of the object 'long wand'. Category:16x16 tiles
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# The Sceptre of Might
) The Sceptre of Might
Base item
mace
Damage vs. small
1d6+1 ×2
Damage vs. large
1d6 ×2
To-hit bonus
+1d5
Bonus versus
cross-aligned
Weapon skill
mace
Size
one-handed
Affiliation
lawfulCavemanintelligent
When carried
(none)
When wielded
magic resistance
When invoked
toggles conflict
Base price
2500 zm
Weight
30
Material
iron
The Sceptre of Might is the Caveman quest artifact. It is the prize for completing the Caveman quest, and is lawful for wishing purposes. Its base item type is a mace.
Contents
1 Effects
2 Strategy
2.1 Average damage calculation
3 History
4 Messages
5 Variants
5.1 SLASH'EM
5.2 xNetHack
5.3 EvilHack
6 Encyclopedia entry
7 References
Effects
When wielded, the Sceptre confers magic resistance; it has +d5 to-hit and deals double damage against monsters with a different alignment than the Sceptre. Invoking the Sceptre toggles conflict on or off; if the Sceptre leaves your main inventory, it will also stop causing conflict. Conflict caused by the Sceptre does not cause the usual nutrition drain.
Strategy
See also: Invoke § Optimum invocation schedule
Thanks to its alignment-based double damage, the Sceptre is one of the best weapons in the game versus cross-aligned monsters, and your quest artifact is always co-aligned. Since most monsters in the game are either neutral or chaotic, for lawful characters the Sceptre is a great weapon, comparable even with a similarly enchanted Grayswandir against most non-silver hating monsters. However, the Sceptre is a somewhat weaker artifact for neutral Cavepeople; this becomes particularly noticeable in Gehennom. Erosion-proofing is recommended in either case, as quest artifacts are not generated damage-proof like sacrifice gifts; a backup source of magic resistance is also recommended, as the Wizard of Yendor can steal the Sceptre from you.
The magic resistance, damage bonuses and conflict toggle also make the Sceptre of Might a viable (though optional) artifact wish for Knights and lawful Priests that have an early one to spare.
Average damage calculation
The average damage calculations in the following table do not include bonuses from weapon skills, strength, or from using a blessed weapon against undead or demons.
Weapon
Coaligned to the Sceptre
Cross-aligned to the Sceptre
Small monster
Large monster
Small monster
Large monster
+0 Sceptre of Might
+7 Sceptre of Might
History
The Sceptre of Might is introduced along with most of the other quest artifacts in NetHack 3.1.0; from this version to NetHack 3.1.3, its base item type was a quarterstaff.
In NetHack 3.4.3, earlier versions and some variants based on them, the Sceptre of Might's magic resistance was conferred when carried.
Messages
You feel like a rabble-rouser.
You invoked the Sceptre of Might and are now causing conflict.
You feel the tension decrease around you.
You invoked the Sceptre of Might (or it left your main inventory), and you are no longer causing conflict.
You feel a surge of power, but nothing happens.
You invoked the Sceptre, but you were already causing conflict by other means.
Variants
SLASH'EM
In SLASH'EM, The Sceptre of Might confers its magic resistance while carried, but its bonuses are significantly lowered to +3 to-hit and +5 bonus damage versus cross-aligned monsters, making it much weaker as a weapon.[1] Artifact blasts also do far more damage at 8d10 (or 6d10 with magic resistance).
The Sceptre is still a solid artifact for its magic resistance and hunger-less conflict invoke, but is heavily outclassed in terms of damage by other artifact weapons such as the Sword of Justice and The Stake of Van Helsing; The Crown of Saint Edward and the Magic Mirror of Merlin are also comparable candidates for lawful artifact sources of magic resistance.
xNetHack
In xNetHack, The Sceptre of Might is the Priest quest artifact, replacing the removed the Mitre of Holiness; it confers drain resistance when wielded, and invoking it provides an energy boost instead of toggling conflict. Cavemen have a new quest artifact called Big Stick, which confers magic resistance when wielded and can be invoked for conflict akin to the vanilla Sceptre.
EvilHack
In EvilHack, the Sceptre of Might has its base item type changed to a rod, which is made of gemstone and deals slightly more damage against large monsters than a mace (1d8); this and its base material of gemstone makes the Sceptre a significantly better weapon. Of note is that the Wizard of Yendor is capable of weapon attacks in EvilHack, and will use the Sceptre against you should he steal it.
Encyclopedia entry
This mace was created aeons ago in some unknown cave, and has been passed down from generation to generation of cave dwellers. It is a very mighty mace indeed, and in addition will protect anyone who wields it from magic missile attacks. When invoked, it causes conflict in the area around it.
References
↑ artilist.h in SLASH'EM 0.0.7E7F2, line 331 |
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# File:Triangular amulet.png
File
File history
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Triangular_amulet.png (16 × 16 pixels, file size: 206 bytes, MIME type: image/png)
A 16x16 vanilla NetHack tile of the object 'triangular amulet'.
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current12:01, 1 August 200616 × 16 (206 bytes)BotFenix (talk | contribs)A 16x16 vanilla NetHack tile of the object 'triangular amulet'. Category:16x16 tiles
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# The Spider Caves
In SLASH'EM, the Spider Caves are accessed by a stairway down located between levels 26 and 29. It's essentially filled with spiders. Monster generation in this branch is biased toward chaotic monsters.
Contents
1 Map
2 Objects
3 Strategy
4 See also
5 Reference
Map
----- ----- ----...| |...------- ------ ----.....-- ---.......| |....------.....---- -----..--- ----.........---| --------------.....-- |...----......---------..............----- |.--- ------....--.......------------ ------- |.| --------..................--------- ---.....| ------- --- |........---...-----..............---...----- |.....-- ---------.---- |...| --------...........----- -----..---.........| |.<.| -----------.....|------- |.........-------.| |...--- -------......| ----------- --------.....| --------......----- ----------.........---------------.........----| -------.............---....................-----.....---- ----..................----...-----------.....--- -----....| |....-----.-----------|......| ----....----- ------ ------ |..-- ---...---- ---......| --..| ------...--- ---..--- ---- |.......-- |.-- --------- ---
Objects
Scattered randomly throughout the level are two potions of invulnerability, a wand of make invisible, an amulet versus poison, a pair of speed boots, a ring of conflict, a wand of death, 48 eggs, five piles of gold, 22 giant spiders, Shelob, Girtab, 10 random s, and 48 webs.
Strategy
This level is of no major difficulty by the time you'll reach it.
Shelob and Girtab are unremarkable and probably the greatest threat is that a werespider wastes the wand of death on you or throws you a potion of amnesia.
The Spider Caves level is quite annoying, due to the large amount of very weak enemies and the abundance of spider webs. It is worth the trouble, however, due to the valuable loot.
A way to deal with all the spider webs, is to use Sting. An artifact that cuts through webs and is easily generated by simply naming an elven dagger "Sting". This can be used by all roles, as it doesn't give an artifact blast. Alternatively, you can bring a strong pet (e.g. a dragon) or polymorph yourself into one, which can rip the webs apart by walking over them. Gauntlets of power will make you strong enough to tear webs apart, too. Finally, the fireball spell, the wand of fire and other means of shooting fire rays can vaporize the webs.
Avoid using teleportation on squares you haven't explored, it will often fail due to the large amount of spider webs.
The eggs will mostly be giant spider eggs, which will begin hatching into (initially) cave spiders as soon as you enter the level. You should stash them as soon as possible so that they don't hatch. You could also come back 400 turns later so that they all rot on the ground.
See also
Special level (SLASH'EM)
Reference
From file spiders.des . |
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m
10:38
(cur | prev) . . (+1) . . Umbire the Phantom (talk | contribs) (→EvilHack: *)
10:38
(cur | prev) . . (+1,403) . . Umbire the Phantom (talk | contribs) (variant work go)
09:13
(cur | prev) . . (+408) . . Umbire the Phantom (talk | contribs) (refsrc, history, ver, prepare variant section)
09:21 Elven leather helm (diff | hist) . . (-30) . . Umbire the Phantom (talk | contribs) (→dNetHack: word choice, potholes)
22 July 2023
23:38 Wish (diff | hist) . . (+547) . . Umbire the Phantom (talk | contribs) (→GruntHack: copyedit + add some IRC recommendations)
20:27
Rogue (2 changes | history)
. .
(-21) . .
[Umbire the Phantom; Coz]
m
20:27
(cur | prev) . . (-29) . . Umbire the Phantom (talk | contribs) (we have *enough* Grays links. Stormbringer is fine, but honestly needs to be mentioned way earlier in this strategy section)
14:16
(cur | prev) . . (+8) . . Coz (talk | contribs) (Added more links to Grayswandir and Stormbringer)
21 July 2023
m 20:32
Scalpel (2 changes | history)
. .
(+9) . .
[Umbire the Phantom (2×)]
m
20:32
(cur | prev) . . (+5) . . Umbire the Phantom (talk | contribs) (→dNetHack: *)
m
20:29
(cur | prev) . . (+4) . . Umbire the Phantom (talk | contribs) (→Strategy: word choice)
m 17:58 Elbereth (diff | hist) . . (-3) . . Silverwing235 (talk | contribs) (→History: typo/grammar, punctuation)
20 July 2023
10:30 Rogue (diff | hist) . . (+4) . . Coz (talk | contribs) (Added link to the Master Key of Thievery)
03:09 Dragon scale mail (diff | hist) . . (+93) . . Noisytoot (talk | contribs) (Red dragon scale shields do not grant flying in dNetHack)
01:17 Iron shoes (diff | hist) . . (+147) . . Tomsod (talk | contribs) (→Strategy: metal boots penalty is just 2)
19 July 2023
17:18
Dragon scale mail (3 changes | history)
. .
(+179) . .
[Noisytoot (3×)]
17:18
(cur | prev) . . (+35) . . Noisytoot (talk | contribs) (dNetHack has deep DSM too)
16:49
(cur | prev) . . (+26) . . Noisytoot (talk | contribs) (Orange DSM also grants hallucination resistance in dNetHack)
16:46
(cur | prev) . . (+118) . . Noisytoot (talk | contribs) (Update dragon scale mails for dNetHack. Red DSM grants flying, shimmering DSM grants infinite range see invisible, and deep DSM grants drain resistance and unchanging.)
14:19 Quarterstaff (diff | hist) . . (+147) . . Tomsod (talk | contribs) (→dNetHack: mention the (un)holy dmg multiplier)
18 July 2023
10:57 Manes (diff | hist) . . (+54) . . Tomsod (talk | contribs) (mention nonliving)
06:14 Scroll of genocide (diff | hist) . . (+415) . . Ardub23 (talk | contribs) (→Variants: Hack'EM info) |
# NetHack 3.0.0
NetHack Versions
Jay Fenlason's Hack
HACK for UNIX
Hack 1.21 for DOS
Hack for PDP-11
PC/IX Hack
Andries Brouwer's Hack
Hack 1.0
Hack 1.0.1
Hack 1.0.2
Hack 1.0.3
Early NetHack
NetHack 1.3d
NetHack 1.4f
NetHack 2.2a
NetHack 2.3e
The NetHack 3.0 Series
NetHack 3.0.0
NetHack 3.0.1
NetHack 3.0.2
NetHack 3.0.3
NetHack 3.0.4
NetHack 3.0.5
NetHack 3.0.6
NetHack 3.0.7
NetHack 3.0.8
NetHack 3.0.9
NetHack 3.0.10
The NetHack 3.1 Series
NetHack 3.1.0
NetHack 3.1.1
NetHack 3.1.2
NetHack 3.1.3
The NetHack 3.2 Series
NetHack 3.2.0
NetHack 3.2.1
NetHack 3.2.2
NetHack 3.2.3
The NetHack 3.3 Series
NetHack 3.3.0
NetHack 3.3.1
The NetHack 3.4 Series
NetHack 3.4.0
NetHack 3.4.1
NetHack 3.4.2
NetHack 3.4.3
The NetHack 3.6 Series
NetHack 3.6.0
NetHack 3.6.1
NetHack 3.6.2
NetHack 3.6.3
NetHack 3.6.4
NetHack 3.6.5
NetHack 3.6.6
NetHack 3.6.7
NetHack 3.0.0 is the fifth public release of NetHack and the first by the DevTeam. Izchak Miller published it to the Usenet newsgroup comp.sources.games and the moderator approved it in July 1989.
Contents
1 Availability
2 Significant changes
3 The adventurer
4 Dungeon features
5 Bestiary
6 Objects
6.1 Artifacts
6.2 Amulets
6.3 Food
6.4 Weapons
6.5 Tools
6.6 Armor
6.7 Potions
6.8 Scrolls
6.9 Wands
6.10 Spellbooks
6.11 Rings
6.12 Stones
6.13 Other items
Availability
The original Usenet posts are available from the Internet Archive, and are linked from this list of URLs.
Ali Harlow[1] has a NetHack 3.0.0 distribution at [2]; this is also available on NetHackWiki for browsing and annotation: NetHack 3.0.0 source code.
Significant changes
NetHack 3.0.0 is a vastly expanded game over NetHack 2.3e. The bestiary is expanded over threefold. Many new objects and dungeon features are added.
The Oracle and Castle levels and an early form of the Astral Plane appear for the first time. The Stooges and their attendant level are removed.
Vlad the Impaler and his Tower appear for the first time, but the Candelabrum of Invocation does not.
The room with the Wizard of Yendor is redesigned. The Fake Tower levels in the modern NetHack are shaped like the 3.0.x room.
The modern system of alignment and gods is introduced. Some roles have different alignments than in the modern game.
Full support for IBMgraphics and DECgraphics in essentially their modern forms is provided.
Support for the Amiga and Atari ST is provided for the first time in an official distribution.
The adventurer
The player may choose from these roles:
Role
Alignment
Archeologist
Lawful
Barbarian
Chaotic
Cave-(wo)man
Lawful
Elf
Lawful
Healer
Lawful
Knight
Lawful
Priest(ess)
Neutral
Rogue
Chaotic
Samurai
Lawful
Tourist
Neutral
Valkyrie
Chaotic
Wizard
Neutral
The Ninja class is removed in favor of the Rogue.
All classes permit male and female adventurers, except the Valkyrie which must be female.
The adventurer has experience, hit points, magical energy,
armor class, alignment, and the six major attributes and may
advance to experience level 30.
The initial pet is a little dog for Cavemen, a kitten for Wizards,
and a random choice of the two for all others.
Dungeon features
The dungeon in NetHack 3.0.0 has no branches; there is one way up and one way down. The first 25 levels or so consist of rooms, and beyond that, the adventurer encounters the Castle and then mazes. The deepest dungeon level is 50.
Medusa appears as '@' on the down-stairs of the level before the Castle. She does not have a special level, and is thus a snare for the unwary adventurer.
Dungeon levels below the Castle are designated as "Hell". Entering hell without fire resistance, or losing it once there, is an instadeath. This may happen by taking off an item that confers fire resistance (ring of fire resistance or red dragon scale mail), losing one's polymorph, or by being hit by a gremlin. One may still be saved if he has some other source of fire resistance. These levels have only up-stairs, and the only way to proceed beyond the first level after the Castle is by level teleportation.
Special rooms are:
throne room
swamp
vault
beehive
crypt
treasure zoo
barracks
temple
shop
Special features are:
pool
moat
drawbridge
door
ladder
fountain
throne
sink
altar
Traps are:
monsters disguised as statues
bear trap
arrow trap
dart trap
trapdoor
teleportation trap
pit
sleeping gas trap
magic trap
squeaky board
web
spiked pit
level teleporter
anti-magic field
rust trap
polymorph trap
land mine
The Amulet of Yendor is found in the possession of the Wizard of Yendor in a maze level. He is in a small room in the center of the maze, surrounded by water and accompanied by a hell hound and a vampire lord.
Fake Wizard rooms contain a random demon prince instead of the Wizard and a fake Amulet. If all demon princes have appeared, a demon lord appears instead; if all demon lords have appeared, the room contains a random ordinary demon. All eight modern named demons exist, but their modern lairs do not.
A wand of wishing is guaranteed in the Castle, in its modern position; but it lies exposed on the floor instead of being protected by a chest and Elbereth.
When ascending from level 1 with the Amulet of Yendor, one is transported immediately to the Astral Plane; the Elemental Planes do not yet exist. The Astral Plane is different from the modern game, having mazes and powerful monsters instead of the denizens of the modern version.
Bestiary
New monsters are indicated in boldface.
The following monsters may be encountered:
Name
Symbol
Notes
giant ant
a
soldier ant
a
fire ant
a
giant beetle
a
killer bee
a
queen bee
a
acid blob
b
gelatinous cube
b
quivering blob
b
cockatrice
c
little dog
d
dog
d
large dog
d
jackal
d
werejackal
@/d
called "jackalwere" in animal form
wolf
d
werewolf
@/d
called "wolfwere" in animal form
winter wolf
d
warg
d
hell hound pup
d
hell hound
d
Now has breath weapon
floating eye
e
freezing sphere
e
kitten
f
housecat
f
large cat
f
jaguar
f
gremlin
g
hobbit
h
If TOLKIEN defined at compile time
bugbear
h
dwarf
h
dwarf lord
h
dwarf king
h
manes
i
homunculus
i
lemure
i
imp
i
quasit
i
Non-default in 2.3e
tengu
i
kobold
k
large kobold
k
kobold lord
k
kobold shaman
k
lich
l
demilich
l
master lich
l
small mimic
m
"mimic" in 2.3e
large mimic
m
"mimic" in 2.3e
giant mimic
m
"mimic" in 2.3e
red naga hatchling
n
black naga hatchling
n
golden naga hatchling
n
guardian naga hatchling
n
red naga
n
black naga
n
golden naga
n
guardian naga
n
goblin
o
hobgoblin
o
orc
o
hill orc
o
"orc" in 2.3e
Mordor orc
o
If TOLKIEN defined at compile time; "orc" in 2.3e
Uruk-hai
o
If TOLKIEN defined at compile time; "orc" in 2.3e
orc shaman
o
"orc" in 2.3e
orc-captain
o
"orc" in 2.3e
rock piercer
p
"piercer" in 2.3e
iron piercer
p
"piercer" in 2.3e
rothe
q
osquip
q
mumakil
q
If TOLKIEN defined at compile time
leocrotta
q
wumpus
q
Non-default in 2.3e
titanothere
q
baluchitherium
q
sewer rat
r
giant rat
r
rabid rat
r
wererat
@/r
Called "ratwere" in animal form
rock mole
r
cave spider
s
scorpion
s
Non-default in 2.3e
giant spider
s
lurker above
t
trapper
t
white unicorn
u
"unicorn" in 2.3e
grey unicorn
u
"unicorn" in 2.3e
black unicorn
u
"unicorn" in 2.3e
fog cloud
v
dust vortex
v
energy vortex
v
ice vortex
v
steam vortex
v
fire vortex
v
baby long worm
w
If WORM defined at compile time
baby purple worm
w
long worm
w
If WORM defined at compile time
purple worm
w
xan
x
yellow light
y
zruty
z
ape
A
carnivorous ape
A
bat
B
giant bat
B
vampire bat
B
plains centaur
C
"centaur" in 2.3e
forest centaur
C
"centaur" in 2.3e
mountain centaur
C
"centaur" in 2.3e
baby grey dragon
D
baby red dragon
D
baby white dragon
D
baby blue dragon
D
baby green dragon
D
baby orange dragon
D
baby black dragon
D
baby yellow dragon
D
grey dragon
D
red dragon
D
orange dragon
D
white dragon
D
black dragon
D
blue dragon
D
green dragon
D
yellow dragon
D
air elemental
E
fire elemental
E
earth elemental
E
water elemental
E
violet fungus
F
brown mold
F
yellow mold
F
green mold
F
red mold
F
gnome
G
gnome lord
G
gnome king
G
gnomish wizard
G
ettin
H
giant
H
stone giant
H
"giant" in 2.3e
hill giant
H
"giant" in 2.3e
fire giant
H
"giant" in 2.3e
frost giant
H
"giant" in 2.3e
titan
H
minotaur
H
owlbear
H
stalker
I
blue jelly
J
spotted jelly
J
ochre jelly
J
Keystone Kop
K
If KOPS defined at compile time
Kop Sergeant
K
If KOPS defined at compile time
Kop Lieutenant
K
If KOPS defined at compile time
Kop Kaptain
K
If KOPS defined at compile time
leprechaun
L
kobold mummy
M
gnome mummy
M
orc mummy
M
elf mummy
M
human mummy
M
ettin mummy
M
giant mummy
M
wood nymph
N
"nymph" in 2.3e
water nymph
N
"nymph" in 2.3e
mountain nymph
N
"nymph" in 2.3e
ogre
O
ogre lord
O
ogre king
O
gray ooze
P
brown pudding
P
black pudding
P
quantum mechanic
Q
mad scientist
Q
rust monster
R
garter snake
S
snake
S
pit viper
S
cobra
S
python
S
water moccasin
S
troll
T
ice troll
T
rock troll
T
water troll
T
Olog-hai
T
If TOLKIEN defined at compile time
umber hulk
U
vampire
V
vampire lord
V
Vlad the Impaler
V
barrow wight
W
wraith
W
Nazgul
W
If TOLKIEN defined at compile time
xorn
X
yeti
Y
kobold zombie
Z
"zombie" in 2.3e
gnome zombie
Z
"zombie" in 2.3e
orc zombie
Z
"zombie" in 2.3e
elf zombie
Z
"zombie" in 2.3e
human zombie
Z
"zombie" in 2.3e
ettin zombie
Z
"zombie" in 2.3e
giant zombie
Z
"zombie" in 2.3e
straw golem
'
If GOLEMS defined at compile time
rope golem
'
If GOLEMS defined at compile time
leather golem
'
If GOLEMS defined at compile time
wood golem
'
If GOLEMS defined at compile time
flesh golem
'
If GOLEMS defined at compile time
clay golem
'
If GOLEMS defined at compile time
stone golem
'
If GOLEMS defined at compile time
iron golem
'
If GOLEMS defined at compile time
human
@
Woodland-elf
@
If TOLKIEN defined at compile time
Green-elf
@
If TOLKIEN defined at compile time
Grey-elf
@
If TOLKIEN defined at compile time
elf-lord
@
Elvenking
@
nurse
@
shopkeeper
@
guard
@
temple priest
@
If ALTARS and THEOLOGY defined at compile time
temple priestess
@
If ALTARS and THEOLOGY defined at compile time
unarmored soldier
@
If ARMY defined at compile time
soldier
@
If ARMY defined at compile time
sergeant
@
If ARMY defined at compile time
lieutenant
@
If ARMY defined at compile time
captain
@
If ARMY defined at compile time
Wizard of Yendor
@
Medusa
@
If MEDUSA defined at compile time; "medusa" in 2.3e
oracle
@
If ORACLE defined at compile time
ghost
(space)
water demon
&
demon
&
If HARD not defined at compile time (not in default build)
horned devil
&
If HARD defined at compile time
succubus
&
If HARD defined at compile time
incubus
&
If HARD defined at compile time
erinyes
&
If HARD defined at compile time
marilith
&
If HARD defined at compile time
barbed devil
&
If HARD defined at compile time
vrock
&
If HARD defined at compile time
hezrou
&
If HARD defined at compile time
bone devil
&
If HARD defined at compile time
nalfeshnee
&
If HARD defined at compile time
ice devil
&
If HARD defined at compile time
pit fiend
&
If HARD defined at compile time
balrog
&
If HARD defined at compile time
Juiblex
&
If HARD defined at compile time
Yeenoghu
&
If HARD defined at compile time
Orcus
&
If HARD defined at compile time
Geryon
&
If HARD defined at compile time
Dispater
&
If HARD defined at compile time
Baalzebul
&
If HARD defined at compile time
Asmodeus
&
If HARD defined at compile time
Demogorgon
&
If HARD defined at compile time
mail daemon
&
If MAIL defined at compile time
djinni
&
giant eel
;
Restored from NetHack 2.2a
electric eel
;
kraken
;
chameleon
:
archeologist
@
barbarian
@
caveman
@
cavewoman
@
elf
@
healer
@
knight
@
priest
@
priestess
@
rogue
@
samurai
@
tourist
@
valkyrie
@
wizard
@
The Three Stooges were removed.
The attentive reader will note that no monster has the symbol j.
Objects
New objects are indicated in boldface.
Artifacts
NetHack 3.0.0 was the first version to have artifacts as such. Previous versions gave special significance to certain names applied to certain objects, but did not require these names to be unique. Furthermore, Excalibur was the only restricted name.
Artifacts in NetHack 3.0.0 are:
Name
Object
Notes
Excalibur
long sword
Snickersnee
katana
No longer user-nameable
Cleaver
axe
Orcrist
two-handed sword
User-nameable
Sting
elven dagger
User-nameable; dagger if no TOLKIEN; formerly dagger or short sword
Frost Brand
long sword
Fire Brand
long sword
Stormbringer
broadsword
Sunsword
long sword
Dragonbane
broadsword
Demonbane
long sword
Werebane
long sword
Giantslayer
long sword
Ogresmasher
lucern hammer
Thunderfist
lucern hammer
Trollsbane
morning star
Amulets
The entire class of amulets is new in NetHack 3.0.0, except the Amulet of Yendor and its cheap plastic imitation.
Amulets, including the Amulet of Yendor, are wearable for the first time. Wearing the Amulet of Yendor has no effect.
Amulets in NetHack 3.0.0 are:
amulet of esp
amulet of life saving
amulet of strangulation
amulet of restful sleep
amulet versus poison
amulet of change
amulet of reflection
Amulet of Yendor (and cheap plastic imitation)
Food
Food items in NetHack 3.0.0 are:
tripe ration
dead lizard
corpse
egg
apple
orange
pear
melon
banana
nameable fruit
carrot
clove of garlic
lump of royal jelly
cream pie
candy bar
fortune cookie
pancake
lembas wafer (if TOLKIEN defined at compile time)
cram ration (if TOLKIEN defined at compile time)
food ration
K-ration (if ARMY defined at compile time)
C-ration (if ARMY defined at compile time)
tin
The slice of pizza was removed; the nameable fruit takes its place.
Weapons
Weapons in NetHack 3.0.0 are:
arrow
elven arrow (if TOLKIEN defined at compile time)
orcish arrow (if TOLKIEN defined at compile time)
crossbow bolt
dart
shuriken
boomerang
spear
elven spear (if TOLKIEN defined at compile time)
orcish spear (if TOLKIEN defined at compile time)
dwarvish spear (if TOLKIEN defined at compile time)
javelin
trident
lance
dagger
elven dagger (if TOLKIEN defined at compile time)
orcish dagger (if TOLKIEN defined at compile time)
scalpel
knife
axe
worm tooth (if WORM defined at compile time)
crysknife (if WORM defined at compile time)
short sword
elven short sword (if TOLKIEN defined at compile time)
orcish short sword (if TOLKIEN defined at compile time)
dwarvish short sword (if TOLKIEN defined at compile time)
scimitar
broadsword
elven broadsword (if TOLKIEN defined at compile time)
long sword
two-handed sword
dwarvish mattock (if TOLKIEN defined at compile time)
katana
mace
morning star
club
rubber hose (if KOPS defined at compile time)
quarterstaff
aklys
flail
bullwhip
bardiche
bec de corbin
bill-guisarme
fauchard
glaive
guisarme
halberd
lucern hammer
partisan
ranseur
spetum
voulge
bow
elven bow (if TOLKIEN defined at compile time)
orcish bow (if TOLKIEN defined at compile time)
sling
crossbow
The sling bullet is removed. The rock is now listed as a stone rather than a weapon.
Tools
Tools in NetHack 3.0.0 are:
leash (if WALKIES defined at compile time)
blindfold
mirror (if MEDUSA defined at compile time)
tinning kit
lock pick
credit card
key
skeleton key
expensive camera
magic marker
stethoscope
tin opener
lamp
magic lamp
crystal ball
figurine
ice box
large box
chest
sack
bag of holding
bag of tricks
whistle
magic whistle
flute (if MUSIC defined at compile time)
magic flute (if MUSIC defined at compile time)
horn (if MUSIC defined at compile time)
frost horn (if MUSIC defined at compile time)
fire horn (if MUSIC defined at compile time)
harp (if MUSIC defined at compile time)
magic harp (if MUSIC defined at compile time)
bugle (if MUSIC defined at compile time)
drum (if MUSIC defined at compile time)
drum of earthquake (if MUSIC defined at compile time)
pick-axe
Keys have shapes that fit specific locks on chests and large boxes; the skeleton key fits all locks and can also open doors.
Armor
Armor items in NetHack 3.0.0 are:
elven leather helm (if TOLKIEN defined at compile time)
orcish helm
dwarvish iron helm (if TOLKIEN defined at compile time)
fedora
helmet
helm of brilliance
helm of opposite alignment
helm of telepathy
dragon scale mail
plate mail
crystal plate mail
bronze plate mail
splint mail
banded mail
dwarvish mithril-coat
elven mithril-coat (if TOLKIEN defined at compile time; formerly elfin chain mail)
chain mail
orcish chain mail (if TOLKIEN defined at compile time)
scale mail
studded leather armor
ring mail
orcish ring mail (if TOLKIEN defined at compile time)
leather armor
mummy wrapping
elven cloak
orcish cloak (if TOLKIEN defined at compile time)
dwarvish cloak (if TOLKIEN defined at compile time)
cloak of protection
cloak of invisibility
cloak of magic resistance
cloak of displacement
small shield (formerly just shield)
elven shield (if TOLKIEN defined at compile time)
Uruk-hai shield (if TOLKIEN defined at compile time)
orcish shield (if TOLKIEN defined at compile time)
large shield
dwarvish roundshield (if TOLKIEN defined at compile time)
shield of reflection
Hawaiian shirt (if SHIRT defined at compile time)
leather gloves
gauntlets of fumbling
gauntlets of power
gauntlets of dexterity
low boots
iron shoes
high boots
speed boots
water walking boots
jumping boots
elven boots
fumble boots
levitation boots
Potions
Potions in NetHack 3.0.0 are:
potion of fruit juice
potion of booze
potion of gain energy (if SPELLS defined at compile time)
potion of gain ability (formerly gain strength)
potion of restore ability (formerly restore strength)
potion of sickness
potion of confusion
potion of blindness
potion of paralysis
potion of speed
potion of levitation
potion of hallucination
potion of invisibility
potion of see invisible
potion of healing
potion of extra healing
potion of gain level
potion of enlightenment
potion of monster detection
potion of object detection
potion of water (formerly holy water; non-blessed behavior is new)
The method of obtaining holy or unholy water is different from modern versions. One drops a potion of water on an altar and it immediately becomes blessed, uncursed, or cursed for lawful, neutral, or chaotic altars, respectively.
Scrolls
Scrolls in NetHack 3.0.0 are:
scroll of mail (if MAIL defined at compile time)
scroll of enchant armor
scroll of destroy armor
scroll of confuse monster
scroll of scare monster
scroll of blank paper
scroll of remove curse
scroll of enchant weapon
scroll of create monster
scroll of taming
scroll of genocide
scroll of light
scroll of teleportation
scroll of gold detection
scroll of food detection
scroll of identify
scroll of magic mapping
scroll of amnesia
scroll of fire
scroll of punishment
scroll of charging
The scroll of damage weapon is removed; the scroll of enchant weapon, when cursed, takes over its former role.
The scroll of genocide takes on its modern response to blessings and curses.
Wands
Wands in NetHack 3.0.0 are:
wand of light
wand of secret door detection
wand of create monster
wand of wishing
wand of striking
wand of nothing
wand of make invisible
wand of slow monster
wand of speed monster
wand of undead turning
wand of polymorph
wand of cancellation
wand of teleportation
wand of probing (if PROBING defined at compile time)
wand of opening
wand of locking
wand of digging
wand of magic missile
wand of fire
wand of sleep
wand of cold
wand of death
wand of lightning
Spellbooks
All spellbooks are present if and only if SPELLS is defined at compile time.
Spellbooks in NetHack 3.0.0 are:
spellbook of magic missile
spellbook of fireball
spellbook of sleep
spellbook of cone of cold
spellbook of finger of death
spellbook of light
spellbook of detect monsters
spellbook of healing
spellbook of knock
spellbook of force bolt
spellbook of confuse monster
spellbook of cure blindness
spellbook of slow monster
spellbook of wizard lock
spellbook of create monster
spellbook of detect food
spellbook of cause fear
spellbook of clairvoyance
spellbook of cure sickness
spellbook of charm monster
spellbook of haste self
spellbook of detect unseen
spellbook of levitation
spellbook of extra healing
spellbook of restore ability (formerly restore strength)
spellbook of invisibility
spellbook of detect treasure
spellbook of remove curse
spellbook of dig
spellbook of magic mapping
spellbook of identify
spellbook of turn undead
spellbook of polymorph
spellbook of teleport away
spellbook of create familiar
spellbook of cancellation
spellbook of genocide
Rings
Rings in NetHack 3.0.0 are:
ring of adornment
ring of gain strength
ring of increase damage
ring of protection
ring of regeneration
ring of searching
ring of stealth
ring of levitation
ring of hunger
ring of aggravate monster
ring of conflict
ring of warning
ring of poison resistance
ring of fire resistance
ring of cold resistance
ring of shock resistance
ring of teleportation
ring of teleport control
ring of polymorph (if POLYSELF defined at compile time)
ring of polymorph control (if POLYSELF defined at compile time)
ring of invisibility
ring of see invisible
ring of protection from shape changers
NetHack 3.0.0 introduces the modern system of six abilities, and so the ring of adornment is useful for the first time.
Stones
Stones in NetHack 3.0.0 are:
dilithium crystal
diamond
ruby
sapphire
emerald
turquoise stone
aquamarine stone
amber stone
topaz stone
opal stone
garnet stone
amethyst stone
jasper stone
fluorite stone
jade stone
luckstone
loadstone
rock
and worthless pieces of white, blue, red, yellowish brown, and green glass. The rock is now a stone rather than a weapon.
Other items
Other items not appearing in the above categories are:
heavy iron ball
iron chain
boulder (formerly enormous rock)
statue
Blinding and acid venom are also listed as objects, but they only exist while in flight, or when a wizard mode wish requests them.
Iron chains now exist as true objects, dropped when an iron golem dies. |
# File:Obsidian ring.png
File
File history
File usageNo higher resolution available.
Obsidian_ring.png (16 × 16 pixels, file size: 267 bytes, MIME type: image/png)
Summary
Obsidian ring 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
current23:28, 4 August 200916 × 16 (267 bytes)Ray Chason (talk | contribs)Obsidian ring from UnNetHack. {{NGPL}} Category:16x16 tiles
You cannot overwrite this file.
File usage
The following page uses this file:
List of UnNetHack tiles |
# File:Spoon.png
File
File history
File usageNo higher resolution available.
Spoon.png (16 × 16 pixels, file size: 124 bytes, MIME type: image/png)
A spoon in SLASH'EM.
The NetHack General Public License applies to screenshots, source code and other content from NetHack.
This content was modified from the original NetHack source code distribution (by splitting up NetHack content between wiki pages, and possibly further editing). See the page history for a list of who changed it, and on what dates.
File history
Click on a date/time to view the file as it appeared at that time.
Date/TimeThumbnailDimensionsUserComment
current23:12, 4 December 201016 × 16 (124 bytes)Ilmari Karonen (talk | contribs)A spoon in SLASH'EM. Category:16x16 tiles Category:SLASH'EM items {{NGPL}}
You cannot overwrite this file.
File usage
The following 3 pages uses this file:
Houchou
Spoon
The Iron Spoon of Liberation |
# MS-DOS
Wikipedia has an article about:
MS-DOS
MS-DOS is the Microsoft Disk Operating System, the most common operating system on PCs made in 1984.
This article deals mainly with support for Hack and NetHack, in versions past and present, on MS-DOS.
Few modern desktops run MS-DOS, and indeed Microsoft discontinued support for the product long ago. Nonetheless, most modern Wintels can play the MS-DOS version of NetHack 3.4.3 or the unofficial build for NetHack 3.6.7, as 32-bit versions of Windows and OS/2 can all run MS-DOS programs. DOSBox runs the MS-DOS NetHack on any platform that can run DOSBox.
Contents
1 Game history on MS-DOS
1.1 Hack on MS-DOS
1.2 NetHack 1.3d through 2.3e
1.3 NetHack 3.0.0 through 3.0.5
1.4 NetHack 3.0.6 through 3.0.10
1.5 NetHack 3.1.0 through 3.3.1
1.6 NetHack 3.4.0 through 3.4.3
1.7 NetHack 3.6.0 through 3.6.7
1.8 NetHack 3.7 and beyond
2 Microsoft Windows
2.1 Windows NT to Windows Vista
2.2 Vista
3 IBM OS/2
4 Emulation
4.1 Apple macOS
4.2 GNU/Linux
5 References
Game history on MS-DOS
PCs running MS-DOS had significant limitations compared to contemporary systems such as early Macs, Amigas, and Atari STs; NetHack should in time have to deal with these limitations.
Hack on MS-DOS
The original releases of Hack by Andries Brouwer supported only BSD Unix, but several third-party ports were created for other systems. Among these were the PC Hack series by Don Kneller. PC Hack 1.01 and 1.01e were based on Hack 1.0.1. Later releases included PC Hack 1.03, 3.0, 3.51, and 3.6, all based on Hack 1.0.3 and eventually implementing an early form of IBMgraphics.
The PC Hacks were distributed on BBSes and by shareware dealers, because few PC users at the time had access to the Internet.
NetHack 1.3d through 2.3e
NetHack 1.3d included support for MS-DOS in the mainline code for the first time. It included a Makefile for Microsoft C 3.0 and even came with a "make" program to interpret this Makefile.
NetHack 1.4f added support for Borland's Turbo C product.
As home access to the Internet was still uncommon, these PC NetHacks were also distributed on BBSes and by shareware dealers.
NetHack 3.0.0 through 3.0.5
MS-DOS provides only 640 kilobytes of memory space for all programs, drivers, and the MS-DOS kernel itself. Hack and NetHack through NetHack 2.3e were small enough to fit in this space without any special measures; but NetHack 3.0.0 was a much greater program and would overflow this space if built with all features enabled.
NetHack 3.0.0 through NetHack 3.0.10 have an impressive list of compile-time options, any of which can be turned off to reduce the size of the final program at the expense of producing a game that lacked some of the advanced features. Here is the list from the NetHack 3.0.10 config.h:
/* game features */
#define POLYSELF /* Polymorph self code by Ken Arromdee */
#define THEOLOGY /* Smarter gods - The Unknown Hacker */
#define SOUNDS /* Add more life to the dungeon */
#define KICK /* Allow kicking things besides doors -Izchak Miller */
/* dungeon features */
#define THRONES /* Thrones and Courts by M. Stephenson */
#define FOUNTAINS /* Fountain code by SRT (+ GAN + EB) */
#define SINKS /* Kitchen sinks - Janet Walz */
#define ALTARS /* Sacrifice sites - Jean-Christophe Collet */
/* dungeon levels */
#define WALLIFIED_MAZE /* Fancy mazes - Jean-Christophe Collet */
#define REINCARNATION /* Rogue-like levels */
#define STRONGHOLD /* Challenging special levels - Jean-Christophe Collet*/
/* monsters & objects */
#define ORACLE /* Include another source of information */
#define MEDUSA /* Mirrors and the Medusa by Richard P. Hughey */
#define KOPS /* Keystone Kops by Scott R. Turner */
#define ARMY /* Soldiers, barracks by Steve Creps */
#define WORM /* Long worms */
#define GOLEMS /* Golems, by KAA */
#define INFERNO /* Demons & Demonlords */
#ifdef INFERNO
#define SEDUCE /* Succubi/incubi additions, by KAA, suggested by IM */
#endif
#define TOLKIEN /* More varieties of objects and monsters */
#define PROBING /* Wand of probing code by Gil Neiger */
#define WALKIES /* Leash code by M. Stephenson */
#define SHIRT /* Hawaiian shirt code by Steve Linhart */
#define MUSIC /* Musical instruments - Jean-Christophe Collet */
#define TUTTI_FRUTTI /* Fruits as in Rogue, but which work... -KAA */
#define SPELLS /* Spell casting by M. Stephenson */
#define NAMED_ITEMS /* Special named items handling */
/* difficulty */
#define ELBERETH /* Allow for disabling the E word - Mike 3point */
#define EXPLORE_MODE /* Allow non-scoring play with additional powers */
#define HARD /* Enhanced wizard code by M. Stephenson */
/* I/O */
#define REDO /* support for redoing last command - DGK */
#define COM_COMPL /* Command line completion by John S. Bien */
#ifndef AMIGA
#define CLIPPING /* allow smaller screens -- ERS */
#endif
From NetHack 3.0.0 through 3.0.5, cutting out features from the above list was the only way to get a NetHack that could run on an MS-DOS PC.
NetHack 3.0.6 through 3.0.10
NetHack 3.0.6 added support for overlays. An overlay is a piece of executable code that is not always loaded into memory. It is loaded when it is needed, possibly displacing some other overlay. With overlay support, a full-featured 3.0-series NetHack could be played on MS-DOS for the first time.
NetHack 3.0.7 allowed the source files to be divided into smaller pieces, each of which could be a separate overlay. This finer-grained overlay system improved the performance of the program. The support for this division is still present in NetHack 3.4.3, though in disuse; look for directives such as "#ifdef OVL0" and for such preprocessor symbols as STATIC_DCL.
Overlays remained the preferred way to build an MS-DOS NetHack through NetHack 3.0.10.
NetHack 3.1.0 through 3.3.1
By the time that NetHack 3.1.0 was released in 1993, PCs based on the 386 chip were in widespread use. These could operate in protected mode, allowing use of more than the 640K of memory accessible to MS-DOS.
MS-DOS, however, cannot operate in protected mode. The DOS extender was introduced to solve this problem. A DOS extender switches the CPU to protected mode before running the program to which it is bound, and then switches back to real mode whenever it is necessary to enter MS-DOS for any reason.
DJGPP is a port of the GNU C compiler and related tools to MS-DOS, bundled with a DOS extender. NetHack 3.1.0 was the first version offered with an official version built with the DJGPP tools.
The earlier 286 chip can also run in protected mode, but not in a way that the DJGPP tools can support.
Programs built with DJGPP require a 386 to run, and so at first the overlaid versions of NetHack continued to be supported; thus there were two MS-DOS NetHacks, and neither could use the other's bones and save files. In time, however, pre-386 PCs were retired from service, and NetHack continued to grow, eventually straining the overlay system. The overlaid version flickered in and out of supported status; the last NetHack to offer it officially was NetHack 3.3.1.
NetHack 3.4.0 through 3.4.3
Beginning with NetHack 3.4.0, only the DJGPP version of NetHack has had any official support from the DevTeam. The makefiles and preprocessor support for the overlaid version are still present, but are no longer supported. A recent attempt to build an overlaid NetHack 3.4.3 showed this infrastructure to be slightly broken; it was furthermore necessary to cut out tile support to get the program to fit. [1]
An overlaid NetHack 3.4.3 ends up being over the 640K limit, even with a minimal set of drivers loaded. Running it on an 8088-based PC is likely to be futile, and even a 286 should be hard-pressed to find enough room. A 386 can load drivers outside the 640K area, but a player with a 386 can run the DJGPP NetHack.
NetHack 3.6.0 through 3.6.7
The addition of special statue glyphs broke the MS-DOS port in NetHack 3.6.0. The default tileset has more colors than the VGA code can handle.
NetHack 3.6.1 adds support for VESA BIOS Extensions, and falls back to the generic statue glyph if the original VGA mode is in use. It also changes the tileset format to a BMP, the same as Windows uses. The tile size is still limited to 16x16 and the colors to 256.
MS-DOS is still semi-officially supported. The code is in the distribution, but the DevTeam has not released an official binary. An unofficial binary distribution of 3.6.7 is available on Github.
NetHack 3.7 and beyond
The current development source adds two features to the MS-DOS port. One can cross-compile the port from Linux, which is much faster than on an emulated DOS machine. Also, the VESA BIOS support is much extended, and can now support an arbitrary tileset.
Microsoft Windows
Windows NT to Windows Vista
This section relates the behavior of NetHack on Windows NT, Windows 2000, and Windows XP. Other versions of Windows (in particular Windows 95, Windows 98, and Windows Me) may behave differently, particularly in tiled mode.
Microsoft Windows users can run the MS-DOS version of NetHack, as long as they are running a version for 32-bit Pentium hardware. AMD64 platforms running 32-bit operating systems behave the same as Pentium hardware, and can run MS-DOS programs if the operating system supports them. Users of PowerPC or 64-bit versions of Windows must use an emulator.
If you have not enabled VGA graphics mode, the game runs in a terminal window in text mode. You can switch to full screen mode and back by pressing Alt-Enter; this is a feature of Windows and applies to all programs running in terminal windows, not just NetHack.
If you have uncommented the line "#OPTIONS=video:autodetect" in your NetHack.cnf file, the game runs full screen, either in tiled mode or drawing the ASCII and IBMgraphics characters on the graphical screen. Attempting to switch to a terminal window causes the game to suspend; this is a limitation of Windows and NetHack cannot overcome it, but it does not harm your game in any way; you can safely switch back to it and keep playing.
Vista
Windows Vista does not support terminal windows in full screen mode. This applies to both MS-DOS programs and text-mode Win32 programs. This limitation prevents MS-DOS programs from using any sprite-graphics. The MS-DOS version of NetHack still runs but is limited to text mode.
IBM OS/2
OS/2 users can run the MS-DOS version of NetHack, unless they have the [very rare] PowerPC version.
NetHack on OS/2 works much as it does on Windows, except that the key to switch to full screen mode is Alt-Home.
Emulation
NetHack tiled view on FreeDOS under QEMU
Non-x86 platforms, and AMD64 platforms running 64-bit operating systems, do not support MS-DOS programs directly. They can run the MS-DOS version of NetHack by using an emulator such as QEMU with a copy of FreeDOS installed inside, or with DOSBox.
Of course it may not be worth the trouble. AMD64-compatible operating systems could, in principle, support MS-DOS. Developers of these operating systems have thus far concluded that it is not worth the effort; it requires some complicated mode-switching code in the kernel, which in turn would have to be debugged and checked for security problems.
Apple macOS
Users of 68K, PowerPC, or Intel Macs must use an emulator.
OS X users can use a Mac-specific version of DOSBox called Boxer.
GNU/Linux
Users of x86 versions of Linux can run the MS-DOS version of NetHack by using DOSBox. See the website for your distribution for instructions to obtain and install DOSBox, or build from source.
In DOSBox, NetHack appears in a window whether in tiled or text mode.
Use of DOSEMU is not recommended. DOSEMU crashes if NetHack is run within it.
References
↑ Ray Chason, Support for real-mode MS-DOS: still worthwhile? rec.games.roguelike.nethack, February 8, 2005.
This page may need to be updated for the current version of NetHack.
It may contain text specific to NetHack 3.6.4. Information on this page may be out of date.
Editors: After reviewing this page and making necessary edits, please change the {{nethack-364}} tag to the current version's tag or {{noversion}} as appropriate. |
# User:Chris/dNetHack/dNethack Roles/Binder/Dantalion
Contents
1 Dantalion
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
Dantalion
The Seventy-first Spirit is Dantalion. He is a Duke Great and Mighty, appearing in the Form of a Man with many Countenances, all Men's and Women's Faces; and he hath a Book in his right hand. His Office is to teach all Arts and Sciences unto any; and to declare the Secret Counsel of any one; for he knoweth the Thoughts of all Men and Women, and can change them at his Will.
[ The Lesser Key of Solomon ]
Binding Ritual
Dantalion's seal must be drawn around a throne.
Taboo
You must not destroy thrones (including by having them "disappear in a puff of logic" after sitting on them).
Mark
You grow extra faces on your chest.
Detection
The faces can be seen from a distance.
Disguise
Wear a shirt, torso armor, or a cloak (note: Crystal plate mail is transparent and does not help).
Immunity
As long as your extra faces are uncovered, you are immune to blindness.
Skill
Dantalion grants skill in Two-Handed Swords, Broad Swords, and Scimitars.
Active Powers
Thought Travel: Teleport to chosen creature you can sense telepathically. Works like covetous warping, e.g. warps next to chosen creature, bypassing noteleport. This power is blocked in Astral Plane and cannot be used to get outside Wizard's Tower from inside or vice versa.
Dread of Dantalion: Cause all monsters in line-of-sight to flee from you.
Passive Powers
Read Thoughts: Gain a to-hit bonus against creatures you can sense telepathically.
Telepathy: You benefit from extrinsic telepathy (similar to a helm of telepathy). |
# User:BotFenix
Hello, I am BotFenix - the friendly WikiHack proggy managed by User:PraetorFenix.
To contact me leave messages on User talk:PraetorFenix. If serious issues arise or speedy responses are necessary mail |\/|artisB\/(*)><avier*ed(_)
Contents
1 Current Projects
1.1 NetHack Tiles
2 Future Projects
2.1 NetHack Tiles
3 Deferred Projects
3.1 Monster Bestiary
Current Projects
NetHack Tiles
See: NetHackWiki:Current projects - NetHack Tiles
Upload all the 16x16 vanilla NetHack tiles
Create an index page listing all the tiles
Future Projects
NetHack Tiles
Update tiles index page to include character glyphs
Deferred Projects
Monster Bestiary
Parse all monster data from source and update each monster page with a template containing said data. |
# Intrinsic theft
Intrinsic theft is an ability in NetHack and its variants that can remove one or more intrinsic properties from you. In most cases where another monster is hit with such an attack, they are cancelled instead. The attack is typically associated with gremlins, who are capable of intrinsic theft via their claw attack at night and are the only monster in vanilla capable of doing so.
This page is a stub. Should you wish to do so, you can contribute by expanding this page. |
# User talk:Floatboth
Welcome!
Welcome!
Hi, Floatboth! 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 17:48, 24 Jul 2023 (UTC) |
# Dungeons & Dragons
Wikipedia has an article about:
Dungeons & Dragons
Dungeons & Dragons (or D&D for short) was the first modern tabletop roleplaying game. The original edition was published in 1974, and NetHack draws from it a huge number of monsters, items and concepts, as well as the turn-based probabilistic gameplay style - core game concepts taken into NetHack from D&D include hit points, armor class, the six basic attributes, and alignment. While NetHack draws from many, many sources, the D&D games may well have been its biggest single influence.
Contents
1 Monsters and items
2 Spell-casting
3 List of D&D monsters
4 List of D&D items and spells
5 Variants
5.1 SLASH'EM
5.2 dNetHack
5.3 EvilHack
6 See also
Monsters and items
Much of the NetHack bestiary originates as creations for the D&D games, such as gelatinous cubes and mind flayers. Much of the taxonomy of magical items is familiar to D&D players as well: potions with (mostly) temporary effects, scrolls that disappear when read, rings that modify statistics or give intrinsic powers when worn (and only one can be worn per hand), wands with charges, and so forth.
D&D (and by extension NetHack) has always been wildly eclectic, drawing on ancient folklores, contemporary fantasy literature, and the occasional bad pun from our modern world. One example of this is Vorpal Blade, which is a magical item in D&D (with the same 5% probability of decapitation), but is a reference to the Lewis Carroll poem "Jabberwocky". D&D once featured a pair of published game adventures set in a world based on Carroll's works, with mad hatters and cheshire cats as well as jabberwocks.
Spell-casting
One of the many key differences between D&D and NetHack is the spellcasting system:
In D&D, spellcasters are able to learn a fixed number of spells each day, based on experience level, and must specify the spells in advance. For instance, a magic user might specify magic missile, wizard lock, knock, and lightning bolt, and that would be it for the day—no refunds, no exchanges. Class-based restrictions are much more of an issue in D&D as well - magic users (wizards) and clerics (priests) are the primary spellcasters, and other classes have little to no ability to do any casting at all (and can't even read most scrolls). On the other hand, magic users are not even permitted to wear armor or use all but a few weapons (notably dagger and staff), and clerics are not allowed to use pointed or edged weapons.
In NetHack 3.2.3 and prior versions, spell-casting was closer to a "Vancian" system. Starting with NetHack 3.3.0, spell-casting is based on a combination of magical energy points and occasional re-memorization of spells.
List of D&D monsters
The following is a non-exhaustive list of monsters from various Dungeons & Dragons media that appear in NetHack, arranged roughly in order of monster class; some monsters derived from other works of fantasy and related fiction (e.g., the orcs of J. R. R. Tolkien) may not be included. NetHack has generally adapted monsters directly from the Monster Manuals of the early editions, with adjustments made to their AC and hit dice accordingly.
Angelic beings:
A Aleax
A Angel
A Archon
A couatl
A ki-rin
D Chromatic Dragon
E stalker
H ettin
Puddings:
P black pudding
P green slime
Rust monster or disenchanter:
R rust monster
R disenchanter
T troll
U umber hulk
X xorn
b gelatinous cube
Cockatrices:
c cockatrice
c pyrolisk
e floating eye
Humanoids:
h bugbear
h mind flayer
h master mind flayer
Piercers:
p rock piercer
p iron piercer
p glass piercer
q leocrotta
Trapper or lurker above:
t trapper
t lurker above
Major demons:
& marilith
& vrock
Demon lords:
& Juiblex
& Yeenoghu
Demon princes:
& Asmodeus
& Baalzebub
& Demogorgon
& Dispater
& Geryon
& Orcus
: salamander
@ doppelganger
Werecreatures:
@ / r wererat
@ / d werejackal
@ / d werewolf
Defunct and deferred monsters
e beholder
q osquip
List of D&D items and spells
The following list is non-exhaustive and describes items in NetHack that are primarily or entirely derived from Dungeons & Dragons.
Weapons:
) aklys
) katana
) all polearms
) war hammer
Armor
[ chain mail
[ cloak of displacement
[ studded leather armor
Spells
+ turn undead
Gray stones:
* loadstone
* luckstone
Variants
Multiple variants take varying amounts of additional inspiration from Dungeons & Dragons, depending on that variant's design philosophies; non-exhaustive lists of inspired monsters and features are shown below.
SLASH'EM
SLASH'EM includes several additional monsters derived from or inspired by Dungeons & Dragons:
Angelic beings
Devas:
A movanic deva
A monadic deva
A astral deva
A Planetar
A Solar
L Vecna
The Hand of Vecna
e beholder
f caterwaul
f kamadan
s phase spider
@ gibberling
@ grimlock
Werecreatures:
@ / f werepanther
@ / f weretiger
@ / S weresnake
@ / s werespider
: basilisk
: rhaumbusun
dNetHack
dNetHack draws heavily from various editions of Dungeons & Dragons and mixes them with the Cthulhu Mythos among other influences.
EvilHack
EvilHack draws more specifically from earlier editions of Advanced Dungeons & Dragons for its updated bestiary, additional items, and existing item changes.
See also
Dungeons and Dragons Wiki
"Dungeon Master: The Life and Legacy of Gary Gygax"—Wired.com
Forgotten Realms Wiki on FANDOM, via breezewiki.com |
# Gauntlets of power
[ [ [ [ gauntlets of power
Appearance
random
Slot
gloves
AC
1
Special
strength = 25
Base price
50 zm
Weight
30
Material
iron
The gauntlets of power, often abbreviated to GoP, are a pair of gloves that appear in NetHack. They are made of iron.
Contents
1 Description
2 Strategy
2.1 Identification
3 History
4 Variants
4.1 SLASH'EM
5 References
Description
Wearing gauntlets of power grants 1 AC and sets your strength to 25 regardless of beatitude, auto-identifying them. They apply a -2 to-hit penalty when shooting from a bow. Strength cannot be exercised while wearing gauntlets of power, although actual strength increases will still occur as normal.
Mjollnir can only be thrown by a character with 25 strength, which for all practical purposes requires gauntlets of power. As iron gloves, they interfere with spellcasting.
Monsters wearing gauntlets of power add 3-6 damage to their weapon attacks, with no effect on monsters that cannot wield weapons.[1]
Strategy
Main article: Strength
Strength increases carrying capacity, the chance for attacks to hit, the damage of melee attacks and projectile attacks not involving a launcher, and the range of projectiles other than fired crossbow bolts. However, you can obtain most of these benefits from reaching 18/** strength through other means; the only further benefits from gauntlets of power in that case are increased carrying capacity, projectile range, and the ability to throw Mjollnir.
While neither necessary to the point of using a wish nor commonplace in ascension kits, gauntlets of power are still a viable choice of armor for the long term. Wizards may still want to wear them to shore up their strength, despite them being metal: A wizard wearing neither a robe nor any other metal armor will have a 4% general spell failure rate with 18 intelligence, or 3% with 19 or higher intelligence, which may be acceptably low.
Less adept casters may experience a much greater increase in spell failure rates, and as such those planning to utilize spells often or in-combat may want different gloves. Conversely, those dedicated to non-magical combat such as Barbarians may prefer gauntlets of power; a strength level of 18/01 or above makes the bonuses of gauntlets of power somewhat more marginal, and is also easy to obtain for non-elven characters.
For characters considering replacing their gauntlets of power at a later point, it may benefit them to remove these gloves while actively or passively training strength (e.g., solving Sokoban), unless doing so severely impacts combat performance.
Identification
Gauntlets of power will always auto-identify when worn; they are additionally the only gloves to weigh 30 aum. Being made of iron allows them to be distinguished from other gloves without wearing them - using a touchstone on unidentified gauntlets of power will produce its distinctive "scritch, scritch" noise.
History
Gauntlets of power were first added in NetHack 3.0.0. The extra damage for monster weapon attacks was added in NetHack 3.6.1.[2]
Variants
SLASH'EM
In SLASH'EM, gauntlets of power instead set your strength to 18/**, and further modify it based on the gauntlets' enchantment: a +1 pair will give you 19 strength, while a -1 pair will give you 18/99. Valkyries can safely enchant gauntlets of power up to +7, which allows them to gain the 25 strength required to throw Mjollnir.
References
↑ src/mhitm.c in NetHack 3.6.6, line 987
↑ src/mhitm.c in NetHack 3.6.1, line 920 |
# Talk:Libera
Redirecting irc.freenode.net. --Kernigh 04:13, 11 April 2006 (UTC)
nethack.de
I've been idling in nethack.de since November 2010, and I've seen a lot of chat, but next to nothing about NetHack. Should this channel really be listed here? --Tjr 13:11, 31 January 2011 (UTC)
It is officially about NetHack, but it tends to go offtopic quite a lot. (Several Freenode channels are like that.) It also gets notifications about changes to nethack-de (the unofficial German language port of NetHack), and is the "official channel" in a sense for the public server nethack.eu (with deaths, etc., reported, and where comments are left for the server admin.) So I suppose it's up to you as to whether it's relevant or not; it's one of those IRC communities defined by a common interest. Ais523 13:13, 31 January 2011 (UTC)
Those bot announcements are the only NetHack content I've encountered. In fact, talking about NetHack can get you kick-banned because you're supposed to rot13-encrypt anything that could remotely resemble a spoiler. Needless to say, I've never seen anybody rot13 anything except test postings. (There isn't even a rot13 plugin for any popular OS X IRC client.)
Fellow players, please voice your opinions. I am annoyed at #nethack.de rot13 policy, so I don't want to decide things. --Tjr 13:25, 31 January 2011 (UTC)
Hmm, I'm actually interested now, so I decided to check my logs of #nethack.de (which update only when I'm online, and so are rather incomplete; the first result here was on 27 October 2009)
$ grep rot13 *logs/freenode_#nethack.de.log | grep -v ChanServ | wc -l
245
Looking at the content, surprisingly not all seem to be NetHack-related, but definitely more than half are, probably around 90%. Also, "anything that could remotely resemble a spoiler" isn't really policed; I'm one of the strictest about that, but most people are willing to have minor spoilers in plaintext. (For what it's worth, 45 of those lines were since Abirzore 2010, when you claim you started watching; two of them were by you, complaining about your client's lack of support for rot13.)
The channel also seems to discuss NetHack less than it used to, although there have certainly been discussions on the subject (the most recent about nethack.eu was on January 27 and you were involved; about NetHack itself, earlier on the same day, commenting about a death of Gandelf's). I'm not sure if it's really active enough with NetHack-related talk to be included on the list, but that certainly is the channel's topic. (It definitely isn't a spoiler-heavy tactics-heavy channel like #nethack is; more of a sort of place where NetHack players socialise.) Ais523 13:43, 31 January 2011 (UTC)
They do discuss servers and development, but not gameplay. Case in point, the January 27 mention (which wasn't even in German).
Picking days at random, I count 14% NetHack discussion. My log file for January 20th contains 16 lines (excluding bots), 14 of them about Crawl, 0 about NetHack. January 22th: 22 lines, 0 Crawl, 0 Nethack. January 25th: 33 lines, 0 Crawl, 10 Nethack, 1 of which about something in-game. (The last day shouldn't really count because I was toying with Unrodney.)
Finally, "rot13 isn't enforced" is a bad argument: Newcomers aren't encouraged to test out the limits of the rules. I'm not even sure if it really isn't enforced - there was always somebody quick to point out rot13 whenever I mentioned something that could lead to spoiler-ish discussion. --Tjr 14:29, 31 January 2011 (UTC)
Freenet, etc
Another source of information: https://gist.github.com/shadowcat-mst/998cea12794768bdb3da2daeff31baad (credit goes to https://kline.sh/ for the link). What's the story on "forcibly taking over the #NetHack channel"? Blocking discussion of moving, or what? -Actual-nh (talk) 20:19, 26 May 2021 (UTC)
Last night, freenode bots entered most of the NetHack channels listed here (the going theory is that it targeted anything with "libera" in the channel topic), de-opped the operators, unregistered the channel, posted a message saying "this is in violation of freenode policies", changed the topic to same, and switched the channel into a redirect to its double-## "informal" version. I lost #xnethack this way; #NetHack was the biggest casualty of it but most of the NetHack related channels got hit such as #hardfought and #tnnt. So yes, according to a new freenode channel policy revealed after the purge, discussion of moving to Libera ("advertising other sites") gets you hit with this. --Phol ende wodan (talk) 20:31, 26 May 2021 (UTC)
Sigh... changed page to match. (https://find-and-update.company-information.service.gov.uk/company/10308021/filing-history says that the company in question is in trouble for failing to file accounts, BTW, which I'm not surprised at.) -Actual-nh (talk) 20:42, 26 May 2021 (UTC) |
# Nutrition/Weight
Here is a list of food organized by its nutrition/weight ratio. The idea is that, all other considerations being equal (such as other uses for food besides nutrition, etc.), it makes most sense to eat foods with a lower ratio first and hang on to food that gives a higher ratio to maximize weight efficiency.
V indicates vegetarian food
! indicates vegan food
Food
Cost
Weight
Probability
Nutrition
Nutrition/weight
Turns to eat
Conduct
lembas wafer
45
5
20
800
160
2
!
lump of royal jelly
15
2
0
200
100
1
V
pancake
15
2
25
200
100
2
V
egg
9
1
85
80
80
1
V
blessed tin of spinach
5
10
0.625
600
60
1-2
!
slime mold (user defined fruit)
17
5
75
250
50
1
!
candy bar
10
2
13
100
50
1
V
uncursed tin of spinach
5
10
11.25
401-600
40.1-60
varies
!
food ration (gunyoki)
45
20
380
800
40
5
!
cram ration
35
15
20
600
40
3
!
K-ration
25
10
0
400
40
1
!
banana
9
2
10
80
40
1
!
orange
9
2
10
80
40
1
!
clove of garlic
7
1
7
40
40
1
!
sprig of wolfsbane
7
1
7
40
40
1
!
fortune cookie
7
1
55
40
40
1
V, breaks illiteracy unless blind
kelp frond
6
1
0
30
30
1
!
eucalyptus leaf
6
1
3
30
30
1
!
C-ration
20
10
0
300
30
1
!
apple
7
2
15
50
25
1
!
carrot
7
2
15
50
25
1
!
pear
7
2
10
50
25
1
!
tripe ration
15
10
140
200
20
2
melon
10
5
10
100
20
1
!
cursed tin of spinach
5
10
0.625
201-600
20.1-60
varies
!
cream pie
10
10
25
100
10
1
V
lichen corpse
5
20
n/a
200
10
3
!
meatball
5
1
0
5
5
1
meat ring
5
1
0
5
5
1
meat stick
5
1
0
5
5
1
huge chunk of meat
105
400
0
2000
5
20
lizard corpse
5
10
n/a
40
4
3
corpse
5
varies
0
varies
varies
varies
tin
5
10
75
varies
varies
varies
Racial bonuses and penalties
As of NetHack 3.6.1, the following bonuses and penalties exist:
Lembas wafers provide 200 extra nutrition to elves while providing 200 less nutrition to orcs. (At a nutrition/weight ratio of 120 for orcs, they remain the most efficient food available.)
Cram rations provide 100 extra nutrition for dwarves. |
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# Hellrat
r hellrat
Difficulty
7
Attacks
Bite 3d3 fire
r hellrat
Difficulty
7
Attacks
Bite 3d3 fire
Base level
5
Base experience
64
Speed
15
Base AC
7
Base MR
0
Alignment
0 (neutral)
Frequency (by normal means)
1 (Very rare)
Genocidable
Yes
Weight
20
Nutritional value
12
Size
Tiny
Resistances
fire
Resistances conveyed
None
A hellrat:
has no hands.
is an animal.
is carnivorous.
is normally generated hostile.
can be seen through infravision.
appears only in Gehennom.
normally appears in large groups.
never leaves a corpse.
Reference
SLASH'EM_0.0.7E7F2/monst.c#line1469
A hellrat is a monster in SLASH'EM appearing only in Gehennom and the Rat level. To any character able to reach SLASH'EM's Gehennom, it presents no threat, even in large groups. |
# Gloves
Gloves are one portion of a player's armor.
They provide a small bonus to armor class, and can be enchanted further reducing your armor class.
Furthermore, all gloves protect the player from the stoning effects of touching cockatrice corpses.
Types
They come in four forms: simple leather gloves (yugake), gauntlets of power (often abbreviated GoP), gauntlets of dexterity (GoD), and gauntlets of fumbling (GoF):
Name
Cost
Weight
AC
Material
Effect
Gauntlets of dexterity
50
10
1
Leather
Dexterity bonus (+/− enchantment)
Gauntlets of fumbling
50
10
1
Leather
Fumbling, usually generated cursed
Gauntlets of power
50
30
1
Iron
Strength 25, interfere with spellcasting
Leather gloves
8
10
1
Leather
None
The following information pertains to an upcoming version (NetHack 3.7.0). If this version is now released, please verify that it is still accurate, then update the page to incorporate this information.
As of this commit, wearing non-metallic gloves (all but gauntlets of power) will protect worn rings from electrical damage.
Wearing a cursed pair of gloves prevents you from putting on or removing any rings. However, if you are wearing an uncursed pair of gloves, you can still put on or remove rings without removing your gloves, and wearing gloves does not increase the number of in-game turns required to switch rings.
Gloves can be generated with the following appearances: old gloves, padded gloves, riding gloves, fencing gloves.
Strategy
Gauntlets of power are the best choice for most characters. Even though they inhibit spellcasting, roles like Wizard, Priest, or Monk are often able to cast spells anyway, and benefit significantly from the damage boost and increased carrying capacity. Valkyries can throw Mjollnir when wearing gauntlets of power. However, they are somewhat rare, and often not worth considering for a wish over other ascension kit items.
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.
Gauntlets of power being metal, and thus lacking protection of worn rings from electrical damage, may change the above.
Gauntlets of dexterity are somewhat less useful, since to-hit is rarely an issue, especially after obtaining a luckstone. The exceptions are attacks that do not involve luck, such as throwing a potion or casting magic missile at a monster. Min-maxed human or dwarf characters with 18/** strength would receive almost no benefits from gauntlets of power, and would favor gauntlets of dexterity when putting together an ascension kit, though this rarely occurs in practice.
Leather gloves have no special properties but do not inhibit spellcasting and are perfectly suitable for an ascension kit. They are readily available from watchmen or members of the Yendorian Army.
Since fumbling is fairly crippling, putting on unknown magical gloves without curse testing is ill-advised.
SLASH'EM
SLASH'EM adds one new pair of gloves, the gauntlets of swimming, and black gloves as a new possible randomized appearance for all types of magical gloves. SLASH'EM also adds the Gauntlets of Defense, a neutral pair of artifact gauntlets of dexterity that are the guaranteed first sacrifice gift for a Monk.
SLASH'EM additionally changes the behavior of gauntlets of power; instead of automatically increasing your strength to 25, your strength is set to 18/** if it was lower, and then increased by the enchantment of the gloves, much like gauntlets of dexterity. Valkyries alone are able to safely enchant the gauntlets of power to +7, while other roles are limited to +5; thus only Valkyries can reliably obtain 25 strength through the gauntlets of power.
SLASH'EM does not change the effect of gauntlets of dexterity directly, but since dexterity bonuses will also decrease AC, a highly enchanted pair of gauntlets of dexterity will greatly decrease your AC once your race's maximum dexterity is reached. |
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# Half physical damage
Half physical damage is an extrinsic property which halves any physical damage taken. This property is currently conferred only by carrying The Master Key of Thievery or The Orb of Fate.
A more limited form of this effect is bestowed upon priests wearing the Mitre of Holiness, which halves attack damage from undead and demons only.
Note that carrying a second half physical damage artifact does not further reduce damage taken.
SLASH'EM
SLASH'EM adds two more items which give this very useful property - The Hand of Vecna and Gauntlets of Defense. These make wishing for an artifact with half physical damage less desirable, as the Hand of Vecna can be obtained by any character in SLASH'EM's mid-game, and provides hungerless regeneration and cold resistance as well as half physical damage.
This page is a stub. Should you wish to do so, you can contribute by expanding this page.
See also
half spell damage
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. |
# Mummy
Wikipedia has an article about:
Mummy
This page is a stub. Should you wish to do so, you can contribute by expanding this page.
A member of the M mummy monster class, is simply an artificially preserved version of another monster and superficially similar to zombies. However, Mummies tend to be stronger than their corresponding zombies.
Although mummies have been preserved, their flesh is nonetheless pre-aged and thus unsuitable for sacrificing, except for same-race sacrifices. They are also tainted, so consumption is only safe if their flesh is tinned first. You can eat corpses from mummies without tinning them, if you manage to cure yourself - using a unicorn horn, the cure sickness spell, or prayer - before you die of food poisoning, but this is a risky strategy, and any intrinsics you might gain from eating raw mummy could probably be obtained more easily and safely from another source.
All mummies are cold resistant.
If a player gets killed by a mummy, the bones file of that person will contain a mummy instead of a ghost. The character's items will then appear in the mummy's inventory rather than in a loot pile, so mummies in bones levels must usually be killed to get the late player's things.
Mummies are generated with, unsurprisingly, a mummy wrapping (86% chance).
Contents
1 Types of mummy
1.1 Kobold mummy
1.2 Gnome mummy
1.3 Orc mummy
1.4 Dwarf mummy
1.5 Elf mummy
1.6 Human mummy
1.7 Ettin mummy
1.8 Giant mummy
2 Origin
3 Encyclopedia entry
4 Variants
4.1 dNetHack
4.1.1 Drow mummy
4.1.2 Half-dragon mummy
4.2 SpliceHack
Types of mummy
Kobold mummy
M kobold mummy
Difficulty
4
Attacks
Claw 1d4
M kobold mummy
Difficulty
4
Attacks
Claw 1d4
Base level
3
Base experience
28
Speed
8
Base AC
6
Base MR
20
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 mummy:
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.
has infravision.
can leave an old kobold corpse.
Reference
monst.c#line1665
Gnome mummy
M gnome mummy
Difficulty
5
Attacks
Claw 1d6
M gnome mummy
Difficulty
5
Attacks
Claw 1d6
Base level
4
Base experience
41
Speed
10
Base AC
6
Base MR
20
Alignment
−3 (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 mummy:
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.
has infravision.
can leave an old gnome corpse.
Reference
monst.c#line1672
Orc mummy
M orc mummy
Difficulty
6
Attacks
Claw 1d6
M orc mummy
Difficulty
6
Attacks
Claw 1d6
Base level
5
Base experience
56
Speed
10
Base AC
5
Base MR
20
Alignment
−4 (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 mummy:
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.
likes gold.
likes gems.
has infravision.
can leave an old orc corpse.
Reference
monst.c#line1679
Dwarf mummy
M dwarf mummy
Difficulty
6
Attacks
Claw 1d6
M dwarf mummy
Difficulty
6
Attacks
Claw 1d6
Base level
5
Base experience
56
Speed
10
Base AC
5
Base MR
20
Alignment
−4 (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 mummy:
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.
likes gold.
likes gems.
has infravision.
can leave an old dwarf corpse.
Reference
monst.c#line1687
Elf mummy
M elf mummy
Difficulty
7
Attacks
Claw 2d4
M elf mummy
Difficulty
7
Attacks
Claw 2d4
Base level
6
Base experience
73
Speed
12
Base AC
4
Base MR
30
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
Sleep (67%)
An elf mummy:
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 elf.
is normally generated hostile.
has infravision.
can leave an old elf corpse.
Reference
monst.c#line1695
Elf mummies leave rotten elf corpses. These may be tinned and then eaten for the sleep resistance intrinsic. If desperate, you can try to eat them and then cure yourself.
Human mummy
M human mummy
Difficulty
7
Attacks
Claw 2d4, Claw 2d4
M human mummy
Difficulty
7
Attacks
Claw 2d4, Claw 2d4
Base level
6
Base experience
73
Speed
12
Base AC
4
Base MR
30
Alignment
−5 (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 mummy:
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.
has infravision.
can leave an old human corpse.
Reference
monst.c#line1703
If you are human, eating a human mummy is considered cannibalism.
Ettin mummy
M ettin mummy
Difficulty
8
Attacks
Claw 2d6, Claw 2d6
M ettin mummy
Difficulty
8
Attacks
Claw 2d6, Claw 2d6
Base level
7
Base experience
92
Speed
12
Base AC
4
Base MR
30
Alignment
−6 (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 mummy:
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.
is strong.
has infravision.
can leave an old ettin corpse.
Reference
monst.c#line1711
Giant mummy
M giant mummy
Difficulty
10
Attacks
Claw 3d4, Claw 3d4
M giant mummy
Difficulty
10
Attacks
Claw 3d4, Claw 3d4
Base level
8
Base experience
116
Speed
14
Base AC
3
Base MR
30
Alignment
−7 (chaotic)
Frequency (by normal means)
1 (Very rare)
Genocidable
Yes
Weight
2050
Nutritional value
375
Size
Huge
Resistances
Cold, Sleep, Poison
Resistances conveyed
Strength
A giant mummy:
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 giant.
is normally generated hostile.
is strong.
likes gems.
has infravision.
can leave an old giant corpse.
Reference
monst.c#line1719
Giant mummies leave rotten giant corpses. These may be tinned and then eaten for the strength gain. Given their size, trying to eat the un-tinned corpse whole, expecting to have time to cure yourself afterward, is a bad idea.
Origin
A mummy is a corpse that has been preserved in some way, whether because of deliberate preparation (mummification) or because of environmental factors (such as low temperature or lack of moisture or oxygen) that prevented or slowed decomposition. The assumption that mummification rituals were intended to keep the body intact for eternity probably inspired the fictional concept of the undead mummy that can be reanimated because of the charms placed on it.
Mummies as a type of undead creature are sometimes only distinguishable from mindless zombies or fully sentient liches by being wrapped in cloth bandages. This image comes mainly from the mummies made by the ancient Egyptians, which were usually wrapped in linen. Not all cultures that practiced mummification used wrappings, however, and the term "mummy" is also applied to bodies that were preserved unintentionally, without preparations such as wrappings.
Mummies in NetHack are similar to Egyptian mummies in that they are wrapped, but they are probably not embalmed using strict Egyptian practices. NetHack mummies have brains that can be eaten by mind flayers; the Egyptian practice was to remove the brain before burial.
Encyclopedia entry
But for an account of the manner in which the body was
bandaged, and a list of the unguents and other materials
employed in the process, and the words of power which were
spoken as each bandage was laid in its place, we must have
recourse to a very interesting papyrus which has been edited
and translated by M. Maspero under the title of Le Rituel de
l'Embaumement. ...
Everything that could be done to preserve the body was now
done, and every member of it was, by means of the words of
power which changed perishable substances into imperishable,
protected to all eternity; when the final covering of purple
or white linen had been fastened upon it, the body was ready
for the tomb.
[ Egyptian Magic, by E.A. Wallis Budge ]
Variants
dNetHack
Drow mummy
M drow mummy
Difficulty
7
Attacks
Claw 2d4 physical, Passive 2d4 webbing
M drow mummy
Difficulty
7
Attacks
Claw 2d4 physical, Passive 2d4 webbing
Base level
6
Base experience
73
Speed
12
Base AC
4
Base MR
30
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 mummy:
can survive underwater.
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 female.
is normally generated hostile.
has infravision.
appears only in Gehennom.
never leaves a corpse.
resists death magic.
cannot be tamed.
does not naturally regenerate HP.
Drow mummies are wrapped in spiderwebs (droven cloaks) rather than normal mummy wrappings.
Half-dragon mummy
M half-dragon mummy File:Half-dragon mummy.png
Difficulty
8
Attacks
Claw 2d4 physical, Breath weapon 4d6 half-dragon breath
M half-dragon mummy File:Half-dragon mummy.png
Difficulty
8
Attacks
Claw 2d4 physical, Breath weapon 4d6 half-dragon breath
Base level
6
Base experience
82
Speed
12
Base AC
4
Base MR
30
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 mummy:
can survive underwater.
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.
appears only in Gehennom.
never leaves a corpse.
resists death magic.
cannot be tamed.
does not naturally regenerate HP.
Half-dragon zombies retain their half-dragon breath weapons.
SpliceHack
In SpliceHack, all M-class monsters can cause withering. Giant mummies also gain the ability to knock the player back several spaces, similar to other giants in SpliceHack.
SpliceHack also adds a new mummy called the adherer, which can disarm enemies and has a sticky attack.
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. |
# Shop
A shop is a special room that appears in NetHack, and may occur on some levels of the dungeon. Each has an attendant shopkeeper and a selection of items to buy - the shopkeepers will also buy items from you, and both types of items depend on the type of shop. A shop with no shopkeeper is considered abandoned.
Contents
1 Generation
1.1 Table of shops
1.2 Special levels with shops
1.3 Closed shops
1.4 Mimics
1.5 Traps
2 The shopkeeper
2.1 Theft prevention
2.2 Barring the entrance
2.3 Pick-axes
2.4 Angering the shopkeeper
3 Transactions and inventory
3.1 Buying items
3.2 Selling
3.3 Credit
3.4 Usage fees
4 Pricing
4.1 Base price
4.1.1 Unidentified gems
4.2 Buying
4.3 Selling
5 Strategy
5.1 Shopping while invisible
5.2 Shopping smart and safe
5.3 Combat
5.4 Zen shopping
6 History
7 Messages
8 Variants
8.1 SLASH'EM
8.2 UnNetHack
9 References
Generation
Shops have a base 3/DL chance of being created on any dungeon level between level 2 and Medusa's Island, with the exception of the Oracle level. The creation of a shop assumes there is a suitable room to put them in (i.e., no stairs, only one door) and that there are enough rooms on the level to start with - the minimum number of rooms required is 3 for normal dungeon levels, and 4 for a branch level. Note that this means that there will always be a shop on each of levels 2 and 3 if the conditions are right (which in practice turns out to only be the case about 45% of the time).
With the exception of bones and Orcus-town, shops are never generated abandoned, and are never restocked under any circumstances - the only way they can gain more items is if they are brought in by you, a dead player from a bones file, or very rarely another monster.
Table of shops
The probability of a given type of shop being generated is detailed in this table:
Shop
Probability
Stock
general
42%
100% random
used armor dealership
14%
90% armor, 10% weapons
second-hand bookstore
10%
90% scrolls, 10% spellbooks
liquor emporium
10%
100% potions
antique weapons outlet
5%
90% weapons, 10% armor
delicatessen
5%
83% food, 5% fruit juice, 5% water, 4% booze, 3% ice boxes (containing corpses)
jewelers
3%
85% rings, 10% gems, 5% amulets
quality apparel and accessories
3%
90% wands, 5% leather gloves, 5% elven cloaks
hardware
3%
100% tools (containers may contain random items that are also for sale)
rare books
3%
90% spellbooks, 10% scrolls
health food
2%
70% vegetarian food, 20% fruit juice, 4% healing, 3% full healing, 2% scrolls of food detection, 1% royal jelly
lighting
Minetown only
48% tallow candles, 30% wax candles, 9% oil lamps, 5% brass lanterns, 5% potions of oil, 3% magic lamps
Accessories and rare book shops may not be larger than 20 squares (including the non-stocked squares); if they would otherwise be (about half the time), they are converted into general stores instead.
Special levels with shops
The following special levels are guaranteed to have shops at fixed locations:
Minetown (except for Orcish Town) is guaranteed to have at least 1 shop, including Izchak's lighting store. In addition, the first shop generated in Minetown will always be a health food store when the player is a Monk.
The Tourist Quest has several guaranteed general stores: two in the locate level (The Thieves Guild Hall) and two in the goal level (The Shades).
Orcus-town is usually host to a few abandoned shops.
Closed shops
Shops can also be generated "closed", in which case the message "Closed for inventory" will be written in dust outside of the shop door. The shop door itself will be locked. The door cannot be chopped down with an axe, and breaking down the door will anger the owner unless you immediately pay 400 zorkmids; opening the door with an unlocking tool, wand of opening or knock spell allows you to enter and shop as usual. Shops in special levels cannot ever generate closed.
Mimics
Main article: Mimic
Any mimics you encounter are most likely to appear in shops, disguised as items. There is a (dungeon level - 1)% chance to generate a mimic on a given shop square instead of an item.
Traps
Traps cannot normally be generated in shops, with the exceptions of shops placed on special levels. In practice, this will most likely occur in the Tourist quest and Orcus-town - while the various layouts of Minetown contain two traps each, they are very rarely placed within any of the shops.
The shopkeeper
Main article: Shopkeeper
The shopkeeper is a human monster that owns the shop and its contents and buys and sells items within. They are responsible for the upkeep of the shop as well - this includes magically repairing most damage done to the shop's floors, walls and door, and removing most traps that are set within their shop(with the exception of pits or webs), including those made by you. Damaged walls, broken doors and holes are repaired in five turns.[1][2] If the shopkeeper should end up dead for any reason, or else a shop has no shopkeeper, then the shop's items are free for you or any monster to take.
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.
Shopkeepers will now remove pits and webs as well.
Theft prevention
Main article: Stealing from shops
Shopkeepers are 50% faster than a normal character's base speed, and will keep close to their shop's entrance - this makes it difficult, but not impossible, to walk out with unpaid items. See the article linked at the top of this section for more information on how to steal from shops, and see the article on shopkeepers for more details about their movement.
Barring the entrance
In addition, shopkeepers will block the entrance square (the square inside the shop that is directly in front of the door) and will not allow you to enter their shop if you are invisible, have a visible pick-axe or dwarvish mattock, and/or are currently riding on a steed. If you dismount, become visible, or remove the digging tool(s) from your open inventory (including placing it in a container), you will be allowed entry. Note that the door of the shop is not considered suitable for dropping your digging tools - this is to prevent characters with extra speed from entering on a free turn. Shopkeepers will also catch any tools you attempt to throw in.
While in a shop, the shopkeeper will prevent you from leaving if you are mounted and/or invisible.
Pick-axes
On top of the above, the shopkeeper will yell at you if you pull out a digging tool(s) from a container while inside - but this does not anger them, and you can safely sell or otherwise walk around with the tool(s) as long as you do not dig through the shop walls. Digging a pit will have them warn you about falling through holes, though this will also not anger the shopkeeper - but if you dig again and create a hole, items on the same square and possibly adjacent squares will fall through.
Attempting to enter a shop with a dwarvish mattock or pulling one out inside a shop will also identify it.
Angering the shopkeeper
The shopkeeper will become angry if you attack them, damage the shop or its inventory, or they see you leave with unpaid items or debt - additionally, if you try to leave the shop with unpaid items via a hole made within the shop's boundaries, the shopkeeper will try to grab your pack as you fall if they can get adjacent. Theft includes any items on the same square as a hole falling through it, as well as items from potentially adjacent squares. Damaging the shop door or walls will immediately prompt you to pay 400zm, and the shopkeeper will be angry if you do not pay.
Paying for stolen items will always pacify the shopkeeper - note that there will be an additional price hike. In either case, you will need to be adjacent to the shopkeeper to pay them off unless you are both in the shop; you can also throw the required gold at the shopkeeper. In all other cases, you can pay them 1000zm for a 2/3 chance to pacify them.[3][4] Stealing an item while the shopkeeper is already angry due to another offense, then paying for it, will make the shopkeeper will "forget" about your previous offenses, and they will become calm and return to their shop as usual. Pacifying a shopkeeper by paying for stolen goods will also pacify any watchmen on that floor and cause any Keystone Kops present to disappear.
Transactions and inventory
A shop's inventory consists of all the items on any square of its floor, with the notable exception of the "entrance square" in front of the door; this is not to be confused with the shopkeeper's personal inventory. Items belonging to the shop will have their price displayed as you move over them, and an item's price can be also viewed by near looking on their square. For containers generated as belonging to a shop, the contents are also that shop's property, regardless of whether that shop would sell them normally. You cannot buy from shops normally while blind unless you have telepathy, as you will be unable to see the shopkeeper, although you can still sell items as normal.
Pressing $ will display any credit you have, along with any debts you currently owe the shopkeeper. You can #chat to get the price of an item(s) on your square without picking anything up. Buying and selling non-magical weapons and armor will have the shopkeeper partially identify that item(s) to you - e.g., if you sell a crude dagger, the shopkeeper will reveal that it was an orcish dagger. After each transaction, they will also tell you the item's appearance if you are blind.
Buying items
Picking up items off the shop floor adds them to your inventory, with each item(s) being given an "unpaid" tag that lists their price - pressing I and then u will display all the unpaid items you are currently carrying.
You can pay for your goods by pressing p, which will prompt you about itemized billing; answering "no" to this will pay for all the items at once if possible. For itemized billing, you can pay individually for each unpaid object (or stack of objects). Items that you pay for are yours, and the required gold will transfer to the shopkeeper's personal inventory. In both cases, if you have credit at that shop, it will be used up first before any gold is transferred.
Selling
If you drop an item onto the shop floor (with the exception of the entrance square), the shopkeeper will offer to buy it if they normally carry that type of wares. If you refuse, or if the shopkeeper makes no offer, then you continue to own the item and can pick it up again without paying.
Any items that unintentionally fall onto the shop floor, e.g. from throwing them or losing your grip on them will be considered "relinquished" and automatically sold if it is a type normally sold by the shop. Any items dropped by monsters killed within a shop also becomes that shop's property - this includes you, if you die while inside a shop.
Credit
Main article: Credit cloning
If you drop any gold onto the shop floor, the shopkeeper will give you credit which you can use to buy items and pay off debts. If you sell an item to a shopkeeper that is completely out of gold, they will instead offer you store credit in exchange for the item at 90% of the normal price. Any credit given in a shop is only good for that specific shop - if you leave a shop with unpaid items in your inventory (e.g., your intrinsic teleportitis suddenly kicks in), all of your credit will be used to cover the losses, and if your credit was not enough, the shopkeeper will become angry.
You can abuse this credit system through credit cloning - see the linked article at the top of this section for more detailed information.
Usage fees
Main article: Usage fee
If you use an unpaid item with charges in a shop before paying for it and the shopkeeper is present, you will be charged a usage fee.[5] Broken or destroyed items, including the locks of chests and large boxes, also incur fees.
Pricing
Main article: Price identification
Base price
Each item in NetHack has a base price, which is modified in various ways to produce the final selling price; an artifact has its own usually-high base price distinct from its base item. 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)
partly-eaten comestibles
uncursed potions of water
Unidentified gems
Valuable gems and worthless glass which aren't formally identified have their base prices determined by a different mechanism:
When buying, the base price is that of an arbitrary valuable gem.
When selling, the base price is between 3 and 8 zm.
The random modifiers to unidentified item prices listed below don't apply in this case. Even if you know for a fact that a gem is valuable (by e.g. engrave-testing) and have named it correctly, you can't get its full selling price unless you formally identify it.
Gray stones don't use this mechanism; an unidentified gray stone is priced the same as an identified one.
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.[6]
Some characters are considered "suckers", and will be charged 1⁄3 more. You are a sucker if:[7]
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
A hostile shopkeeper will charge 1⁄3 more.[8]
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.
Depending on your hunger status, shopkeepers will charge more for food and comestibles:[9]
If you are hungry, the price is doubled.
If you are weak from hunger, the price is tripled.
If you are fainting from hunger, the price is quadrupled.
Artifacts are bought for four times their already-inflated base cost.[10]
Selling
When you sell an item, you are normally offered 1⁄2 the base price; charisma modifiers do not apply. 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.
Artifacts are sold for 1⁄4 their base cost.[11]
Strategy
For shopkeeper-specific strategy, see Shopkeeper#Strategy.
Shops are a very useful resource overall, particularly in the early and mid-game - they are usually a primary source of items and equipment, and additionally provide a means of identifying them via prices, as mentioned above. They can also serve as a place to offload anything you consider junk, and can serve various other purposes besides.
It may sometimes be worthwhile to drop your gold and use credit to buy things, rather than paying directly - even if you do not plan on shoplifting, you may benefit from tricking a monster into bringing the gold back to you. Covertly stealing expensive items (usually including artifacts) may also be worthwhile for the early advantage they provide, e.g. a powerful weapon, or something to sell back to the shopkeeper for a significant price.
Shopping while invisible
If you are invisible and either do not want to wait until you are visible again, or your invisibility cannot be undone (either due to a cursed source or a quaffed blessed potion), then you can use one of the following methods to safely enter or exit a shop as normal:
Wearing a non-cursed mummy wrapping is the safest and most typical method, as it works in a mass majority of cases with the exception of a cursed cloak.
Teleporting into and out of the shop is possible, but requires teleport control for you to enter reliably.
Jump diagonally through the door.
Hurtle diagonally through the door by throwing things while levitating due to Newton’s Third Law.
Dig down on the level above - but this leaves you completely at the mercy of RNG.
You can also dig a hole out of the shop through the floor - this is safe as long as no unpaid items fall through with you.
You can forego entering entirely and instead use a pet and a magic whistle to steal from the shop.
Use any holes in the wall dug by a tunneling monster (e.g., a dwarf with a pick-axe or mattock); each hole will be magically repaired in at least 5 turns after it was made if no monster is present on that square.
Polymorph into a xorn to phase through the wall.
Be very fast (e.g. usually from wearing speed boots) and beat the shopkeeper to the door. Note that the shopkeeper will move to stay ahead of a player's intrinsic speed - this does not account for speed from polyself.
These methods are less safe and/or may cost you some gold:
Carry 800zm or more, then polymorph into an umber hulk or rock mole and chew through the wall, and pay for the damage.
Carry 800zm or more, then destroy the closed shop door, pay for the damage immediately, then enter/leave. The door will be fixed afterward.
Teleport the shopkeeper - but this will anger them, and you will have to avoid the shopkeeper on the way out unless you can pacify them.
Kill the shopkeeper, directly or otherwise - doing so directly counts as murder, and you are deprived of price identification for that shop in either case.
Shopping smart and safe
While each character's shopping needs will differ, price identification can generally narrow down what wares you may want to focus on, and even without thorough memorization a player can get an idea of which items are valuable.
There are other multipurpose pointers for a shopper to keep in mind - in general, never buy or sell gems that are unidentified.
In general, it is a Bad Idea to randomly wear or use items within a shop, since even if your pet is not averse to moving over them, you may end up endangering yourself or complicating play as you would with any randomly use-tested item - you may end up quaffing a potion of paralysis, wearing a helm of opposite alignment, exploding a cursed wand, or end up reading a non-cursed scroll of fire with the shopkeeper nearby and/or unpaid flammables in your inventory.
One particular obstacle to this end is the scroll of scare monster - a scroll that is cursed or has been picked up and dropped once turns to dust when picked up, which incurs a charge for the destroyed item. Novice adventurers who shop by picking up items can find themselves trapped in a store with no money and no way out. There is also the more direct threat to your life posed by mimics of any kind - even small mimics can end an unwary early character, and particularly unfortunate sorts may end up stuck to a giant mimic.
There are several ways to prevent any mishaps while shopping:
Be sure #chat to a shopkeeper before picking up certain items directly.
Always carry a few hundred spare zorkmids to cover any accidental charges you incur. In a worst-case scenario where you cannot avoid incurring damages, you may need to sell some additional items in your inventory - depending on your situation, this may be preferable to being branded a thief or dying.
Before entering a shop, quaff a non-cursed potion of object detection. You may notice suspicious blank squares if you have not yet seen the contents of the shop - those are likely to be mimics.
"Obvious" out-of-place objects are often mimics, especially in specialized shops (e.g., a long sword in a potion shop, or down staircase in any shop). However, this does not work as well for general stores (which sell almost anything) and bones files (which may have the inventory of the dead player - although you may encounter signs of this beforehand).
If you are playing with default tiles or standard ASCII, you can also discern mimics by their glyphs - they will appear as "strange objects", and the tiles for strange objects are chests with eyes peering out of them (/] versus /(). Additionally, their glyph is usually the mirror of the glyph for armor ([) - the only time ] is used for anything else is for actual armor on the Rogue level.
Telepathy and warning will reveal mimics and/or their locations.
The ring of protection from shape changers will force mimics into their standard form.
Any form of monster detection can reveal mimics - note that a non-blessed potion of monster detection or a detect monsters spell cast at lower than Skilled level only reveals their current location, while detection from a blessed potion or Skilled (or better) spell passively remains active.
A safe and surefire way to uncloak mimics inside a shop is to throw a single gold piece across each row of the store - this does not use up valuable projectiles and will only establish credit. Be careful not to hit and possibly anger the shopkeeper!
Search before walking onto an item to uncover any mimics - this will prevent you bumping into them, as the larger ones are sticky.
A stethoscope can also uncover mimics, and the first application of a stethoscope per turn is a free action.
Healing a mimic disguised as an item (e.g. via a spell of healing) will indirectly expose it, with the "object" seeming a more vivid color than before.[12]
If you lack any means of detection and are risk-averse, only walk where your pet or the shopkeeper has walked.
Combat
A shop can also function as a refuge if you need to heal or fight a powerful enemy. You can pick up an item and stand so that the shopkeeper blocks the door, preventing non-phasing monsters from getting in. If you stand a knight's jump from the door, you will not be exposed to ranged attacks from outside as well. You can then move next to the door to fight, and step away to heal at your leisure.
Zen shopping
Main article: Zen
For zen players, shops are one of the few methods available to identify item the appearances, particularly scrolls and potions. However, being unable to see the shopkeeper poses a great danger: paying only works if you can see the shopkeeper, and failing to discern the shopkeeper's location by searching before safe-moving via m will nearly always result in death. It may be advisable to avoid shops altogether until you have telepathy.
Braver and/or more experienced players can bring a container to place items in (ideally a bag) and a pet to steal the container back in order to speed up the process of re-acquiring sold items that the shopkeeper has identified. It is also possible to drop enough gold to cover your purchases and then teleport, jump or phase out after picking up your desired items, even without teleport control - unfortunately, this is not nearly as reliable early in the game, and most zen players acquire telepathy before any of these other methods become available. Selling items works as normal, and might be useful if you get burdened before acquiring telepathy.
History
Shops have been present in the game's code since the original release of Jay Fenlason's Hack, and make a proper first appearance in Hack 1.21, a variant of this first Hack. Hack 1.21 also included a shop at the beginning of the game, where characters purchased their starting items, rather than bringing their initial inventory with them into the dungeon.
Izchak and his lighting shop in Minetown were introduced in NetHack 3.2.0 as part of a tribute to late DevTeam member Izchak Miller.
In default installations of NetHack 3.4.3 and earlier versions, along with some variants based on those versions, prices are not displayed by default, and you must pick up items or #chat while standing on them to learn their price. Additionally, modifiers for unidentified items applied to identified items as well, and the lower price for sold items was applied per-sale - by repeatedly dropping an item, refusing the shopkeeper's offer, and picking it up again, you would eventually get two different quotes. A bug was also present in those versions that could prevent you from leaving a 2x2 size shop through normal means; saving and reloading the game while standing next to the shopkeeper may alleviate this bug in a semi-sane and perfectly legal fashion.
The health food store was introduced in NetHack 3.6.0. Beginning in 3.6.1, autopickup no longer picks up unpaid items - this prevents any mishaps involving a cursed scroll of scare monster.
Messages
You hear someone cursing shoplifters.You hear the chime of a cash register.
There is a shop on the level.
You hear Neiman and Marcus arguing!
As above, but you are hallucinating.
This shop appears to be deserted.
There is no shopkeeper in the shop.
Variants
Some variants may feature entirely different types of shops, in addition to adding more locations and/or functions.
A user has suggested improving this page or section as follows:
"Cover the rest of the variants eventually."
SLASH'EM
SLASH'EM adds pet stores, randomly generated light stores, tin shops, and music shops. SLASH'EM also has the black market, a special floor-wide shop with its own branch tended to by One-eyed Sam and his assistants. Shopkeepers are also much more powerful than in vanilla NetHack.
Shops can be additionally found in more locations as well - the Mall is a special level that contains several shops and can appear early in the dungeon.
UnNetHack
UnNetHack also contains pet stores, randomly generated light stores, tin shops, and music shops. The Town branch is a new addition that contains a few shops, including most of the newer ones.
UnNetHack also contains its own version of the black market, with the same layout as SLASH'EM - UnNetHack's One-eyed Sam is a woman, and there is a second possible map that instead splits the market into several independent shops with their own shopkeepers, while One-eyed Sam herself keeps watch.
References
↑ shk.c in NetHack 3.4.3, line 3033
↑ shk.c in NetHack 3.4.3, line 3043
↑ src/shk.c in NetHack 3.6.6, line 1407
↑ src/shk.c in NetHack 3.6.6, line 1420
↑ src/shk.c in NetHack 3.6.6, line 4580
↑ src/shk.c in NetHack 3.6.6, line 2134
↑ src/shk.c in NetHack 3.6.6, line 2128
↑ src/shk.c in NetHack 3.6.6, line 21g4
↑ src/shk.c in NetHack 3.6.6, line 3402
↑ src/shk.c in NetHack 3.6.6, line 2159
↑ src/shk.c in NetHack 3.6.6, line 3396
↑ mimic_hit_msg in mon.c: mimics give strange messages if healed while disguised
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. |
# Prayer
Religion in NetHack
priests
alignment
alignment record
altars
atheism
anger
gods
sacrifice
prayer
turn undead
Prayer, invoked with the #pray extended command, is an action used to communicate with the player's god. The purpose of praying is to ask your god for help, and you must not do so too often. The player has a prayer timeout, a counter which is raised when praying, and decrements one turn at a time. Only when this counter reaches zero may the player pray safely again (exceptions exist, see below). Thus prayer is usually reserved for one of a few things: saving the player from almost certain doom, performing some action the player cannot yet do (removing cursed items, getting out of walls, etc.), or creating holy water. For those players who like a challenge, avoiding any interaction with gods, altars and other religious concepts in the game will satisfy the atheist conduct.
Inexperienced players often treat prayer as an escape item reserved for emergencies. However, it is not 100% reliable due to the long maximum prayer timeout, and conventional escape items can drastically reduce the need for emergency prayers.
During the course of a successful prayer, you are protected from all harm (except from psychic blasts by mind flayers, from a poison cloud or from boulder traps). During this protection, the timer for the Wizard's periodic harassment of the player does not advance.
Contents
1 Safe and unsafe prayer
2 Successful prayers
2.1 Water prayer
2.2 Favors
3 Unsuccessful prayers
4 Strategy
5 Encyclopedia entry
6 References
Safe and unsafe prayer
The following conditions make it unsafe to pray. Praying when it is unsafe may end up with the prayer being unsuccessful, with various negative effects.
You are polymorphed into an undead creature and are attempting to pray to a non-chaotic god. (Neutrals have a 90% chance of being able to pray anyway.)
Your alignment record is negative.
Your luck is negative.
Your god is still angry at you from an earlier event.
Your prayer timeout is not yet zero. (If you are currently suffering from a major problem, it is safe to pray with a timeout as high as 200; if a minor problem, it may be as high as 100.)
You are in Gehennom.
You are standing on another god's altar, and both your alignment record and your luck are OK.
If you are polymorphed into a demon and are attempting to pray to a non-chaotic god, it is impossible to pray; you merely receive a message "The very idea of praying to a
<non-chaotic> god is repugnant to you." and no prayer occurs.[1]
If none of the above apply, it is safe to pray. If you're not sure, enlightenment will tell you whether or not you can safely pray.
Successful prayers
If your prayer is successful, your god may do one or more beneficial things for you. The following algorithm shows what your god decides you are worthy of receiving.
If your alignment is at least 14, and you have no major or minor problems, the result is always 5.
If your alignment is less than 4, but still positive, the result is always 1.
If your alignment is 0, there is a chance based on Luck (!rnl(2)) that the result will be 1, otherwise it is 0.
If none of the above apply, the result is generated by 1d(Luck+x), where x is:[2]
4 if you are on a co-aligned altar in a temple with a priest,
3 if you are on a co-aligned altar not in a temple (or the priest is missing), or
2 if you are not on an altar (which also caps the end result of the whole expression at 3).
Lookup number
Result
0
nothing
1
Fix one major problem
2
Fix all major problems
3
Fix all major problems or, if you have no major problems, fix one minor problem
4
Fix all major and minor problems
5+
Fix all major and minor problems, then grant a favor
A successful prayer will also give you a hint about your current alignment record, when your god's mood is described:
Feeling
Feeling (hallucination)
Alignment range
well-pleased
pleased as punch
14 or greater
pleased
ticklish
4 to 13
satisfied
full
0 to 3
Water prayer
Praying while standing on an altar on which there are potions of water will bless or curse these, turning them into holy water or unholy water. Which one you get is dependent on the alignments of you and the altar. If you are standing on a coaligned altar and your prayer is successful, the water will be blessed and you will also receive any other benefits of the prayer. If you are standing on another god's altar, the water will become cursed (unholy). Note that making a water prayer on another god's altar will anger your god (it technically counts as an unsuccessful prayer), so this should be done with extreme caution.
Favors
A favor, also known as a boon or prayer boon, is a special gift given to you by your god as a result of praying while in good standing. If your god decides to grant you a favor, the game chooses a random number x such that 0 <= x < (Luck+6)/2 rounded down[3], and uses the result as follows:-
x
Result
0
No favor.
1
Your weapon is uncursed if it is cursed, and blessed if it is uncursed. Any erosion is repaired. It is not made erodeproof. Only weapons and weapon-tools are eligible for this effect.
2
You either regain one lost experience level as though from a blessed potion of full healing, or otherwise gain 5 maximum hitpoints; in both cases your hitpoints are restored to maximum. Any drained strength is restored, and your nutrition is reset to 900 if it's lower than 900. (“You are surrounded by a golden glow.”)
3
First time: “Hark, mortal! To enter the castle, thou must play the right tune!” (“Hark, creature! ...” if not human). No effect.
Second time: Tune to enter the castle is revealed.
Subsequent times, or if the drawbridge has already been opened: Same as effect 2 above.
4
Uncurses all possessions (as blessed scroll of remove curse), except that a worn helm of opposite alignment will not be made uncursed.(“You are surrounded by a light blue aura.”) (“Your <item> softly glows amber.”) If blind (“You feel the power of <deity>.”)
5
You gain one intrinsic, selected in order from (Telepathy, Speed, Stealth). If you already possess all of them, you gain intrinsic protection as from an aligned priest, except without the natural AC limits. (“Thou hast pleased me with thy progress, and thus I grant thee the gift of <intrinsic>! Use it wisely in my name!”)
6
You get a blessed spellbook. (“A spellbook appears at your <feet>!”)
The game will generate a random spellbook according to the usual object generation probabilities, excluding novels. It will then re-roll another random spellbook up to xlvl times if it picks a spell you already have in your spellcasting Z menu, a spell school you are restricted in, or a blank spellbook (unless you're carrying a magic marker or have not yet identified the blank spellbook, in which case you're eligible to receive it).
The following information pertains to an upcoming version (NetHack 3.7). If this version is now released, please verify that it is still accurate, then update the page to incorporate this information.
There is a 25% chance that "Divine knowledge of <spell> fills your mind!" and you learn the spell directly without getting a book. Being illiterate does not influence these odds.
7+
If you are Pious, you are crowned. If already crowned or your alignment record is less than 20, same as effect 6 above.
Unsuccessful prayers
Unsuccessful prayers can happen for a variety of reasons, and have a variety of consequences, the most common of which is being smited.
Condition
Result
Polymorphed into an undead creature and attempting to pray to a lawful god (or a neutral god, 10% of the time)
If lawful, receive "Vile creature, thou durst call upon me?". If neutral, receive "Walk no more, perversion of nature!". Both then receive "You feel like you are falling apart." You return to natural form (even if wearing an amulet of unchanging), take 1d20 damage, and abuse your constitution.[4]
Prayer timeout is too high
Your god's anger is incremented by one, you lose 3 luck, and your god smites you.
Alignment or luck is negative, or your god is angry with you
Your god smites you.
Standing on a different god's altar and praying for unholy water
Your god's anger is incremented by one, you lose 3 luck, your prayer timeout is increased, and your god smites you.
Standing on a different god's altar and praying as normal
Your god (may?) become angry and/or smite you. You lose all divine protection.
Praying in Gehennom
Your god won't help you and may be angered.[5]
Strategy
Given its ability to fix a wide variety of troubles, prayer is a very helpful tool for escaping a tough situation, but the mechanics of prayer timeout mean that it can't be used twice in quick succession.
The successful prayer algorithm has the following implications:
If you have zero alignment and no worse than -2 Luck (e.g. an early pacifist or protection racketeer), there is a 50% chance that praying will fix one major problem (higher with Luck above 2).
If your alignment is positive, at least one major problem will be fixed.
If you are not on an altar, a favor will be granted only if you have no problems, and have high alignment. At most one minor problem will be fixed.
The chance of a minor problem not being fixed is 2/(Luck+2), assuming you have no major problems.
Praying can also play a part in altar farming, but runs the risk of being crowned, which may be considered undesirable since it permanently increases prayer timeout. Dropping or bagging your luckstone will decrease your Luck to at most 10, reducing (but not eliminating) the possibility of crowning.
If you can reduce your Luck to 9 or lower, you are safe from crowning. One portable way to do this is to break a mirror for a -2 Luck penalty. Be careful not to affect your Luck further by sacrificing too much or spending many turns without your luckstone.
If you don't have any reason to keep your alignment record high, you can prefer to lower it instead of Luck for the time of prayer. This allows you to receive all other profits from favors except for crowning, especially getting spellbooks (every time you'd be crowned instead). Sadly, there are only a few reliable ways to lower your alignment record anytime (without altering any other statistics). You can offer 0 zorkmids to a coaligned priest, pray at a cross-aligned altar (with no water on the altar), attack a creature while standing on an engraved Elbereth, or heal your pet as a chaotic non-healer. Monks who know the spell of stone to flesh can eat lots of meatballs. Knights can lower alignment by eating while satiated; meatballs are best for this as well. You can also attack enemies from atop an Elbereth engraving (a weak attack on a sessile monster is recommended to make this method reusable). Don't forget to check your alignment for not being piously aligned with a stethoscope, wand of enlightenment or a wand of probing. Alignment record is increased very easily, so check it before every prayer.
Encyclopedia entry
Whatever a man prays for, he prays for a miracle. Every
prayer reduces itself to this: Great God, grant that twice
two be not four.
[ Fathers and Sons, by Ivan Turgenev ]
References
↑ src/pray.c in NetHack 3.6.6, line 1804
↑ src/pray.c in NetHack 3.6.6, line 979
↑ src/pray.c in NetHack 3.6.6, line 1015
↑ src/pray.c in NetHack 3.6.6, line 1890
↑ src/pray.c in NetHack 3.6.6, line 1902
</spell></feet></intrinsic></deity></item></non-chaotic> |
# Talk:Far look
The term "background symbol" in the "Usage" section.
What exactly does this term mean? Do we already have an article explaining it that it could be linked to? I'm assuming that "background symbol" is something like what we have listed in Dungeon feature, except that some dungeon features ( specifically floors, ice, air and sold rock ) are not usable in this command, so would they be considered background symbols? "Background symbol" is a term used in NetHack, so it probably wouldn't hurt to have a definition of it here on the NetHackWiki.
--Dptr1988 18:29, 7 January 2011 (UTC)
I rewrote the offending section to say "dungeon feature". That's not quite accurate because of the exceptions, and because of what happens when you try to find a grave or open door. Feel free to improve it. --Tjr 09:50, 12 January 2011 (UTC) |
# File:Vampire lord.png
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A 16x16 vanilla NetHack tile of the monster 'vampire lord'.
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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
Vampire lord |
# File:Baby green dragon.png
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Baby_green_dragon.png (16 × 16 pixels, file size: 233 bytes, MIME type: image/png)
A 16x16 vanilla NetHack tile of the monster 'baby green dragon'.
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current09:22, 1 August 200616 × 16 (233 bytes)BotFenix (talk | contribs)A 16x16 vanilla NetHack tile of the monster 'baby green dragon'. Category:16x16 tiles
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List of vanilla NetHack tiles
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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 |
# Wraith (monster class)
For the monster, see Wraith.
In NetHack, the wraith monster class contains monsters represented by the symbol W:[1]
W barrow wight
W wraith
W Nazgul
Wraiths are designated internally by the macro S_WRAITH.[2]
Contents
1 Common traits
1.1 Generation
2 Variants
2.1 xNetHack
3 References
Common traits
All wraiths are chaotic-aligned humanoid undead monsters of human size, and move at the same base speed as an unhasted, unburdened player. They possess a drain life attack, are unbreathing, and have resistance cold, sleep and poison. Wraiths are always generated hostile, can be genocided, and will follow the player between levels.
Players killed by a member of the wraith class rise as a wraith monster in any bones file created.[3]
Generation
Wraiths are the second quest enemy class for Priests and Wizards.[4][5]
Variants
xNetHack
In xNetHack, the ghost monster class is folded into the wraith class to reduce the number of punctuation-based glyphs.
References
↑ src/monst.c in NetHack 3.6.6, line 1884
↑ include/monsym.h in NetHack 3.6.6, line 63
↑ src/end.c in NetHack 3.6.6, line 513: players killed by a W rise as a wraith
↑ src/role.c in NetHack 3.6.6, line 301: Priest quest monster classes
↑ src/role.c in NetHack 3.6.6, line 565: Wizard quest monster classes |
# File:Seal of Ose.gif
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User:Chris/dNetHack/dNethack Roles/Binder/Ose |
# The Magic Mirror of Merlin
( The Magic Mirror of Merlin
Base item
mirror
Affiliation
lawfulKnightintelligent
When carried
telepathymagic resistance(special)
When applied
gives random rumor
When invoked
(none)
Base price
1500 zm
Weight
13
The Magic Mirror of Merlin is the Knight quest artifact. It is the prize for completing the Knight quest, and is lawful for wishing purposes. Its base item type is a mirror.
Contents
1 Effects
1.1 Double damage
2 Strategy
3 Variants
3.1 EvilHack
4 Encyclopedia entry
5 References
Effects
When carried, the Magic Mirror of Merlin confers magic resistance and telepathy. In addition, Knights do double damage to their enemies with some wands and most spells.
When applied or wielded, the Mirror speaks to you and gives a random rumor - the rumor is true if the Mirror is blessed, false if cursed and either if uncursed. It shares this property with The Master Key of Thievery.
Double damage
A Knight carrying the Magic Mirror of Merlin in open inventory deals double damage to monsters when zapping the following wands or spells:[1][2]
wand of striking, spell of force bolt
wand of undead turning, spell of turn undead
spell of sleep (0, doubled)
spell of drain life
spell of magic missile
spell of cone of cold (only if unskilled or basic)
spell of fireball (only if unskilled or basic)
spell of finger of death
Other effects of these spells (such as the number of levels drained by drain life or the duration of sleep) are not changed.
Strategy
The Magic Mirror of Merlin is a worthwhile choice for lawful non-Knights making an artifact wish due to the magic resistance and telepathy it provides. The Sceptre of Might is a comparable lawful artifact in terms of desirability, but only confers magic resistance when wielded; the Magic Mirror only needs to be carried, making it preferable in that regard.
Some players recommend making knights spellcasters in anticipation of obtaining the Magic Mirror and using its double damage effect; magic missile does enormous damage (with an average of 112) when cast by a level thirty Knight with the Magic Mirror.[3] However, a Knight's starting stats make this somewhat impractical to attempt until much later on.
Variants
EvilHack
In EvilHack, The Magic Mirror of Merlin's magic resistance has been removed and replaced with reflection and half spell damage.
Encyclopedia entry
This powerful mirror was created by Merlin, the druid, in ages past, when trees sang and rocks danced. It protects all who carry it from magic missiles, and gives them ESP.
References
↑ src/zap.c in NetHack 3.6.6, line 142
↑ src/zap.c in NetHack 3.6.6, line 3750
↑ http://groups.google.com/group/rec.games.roguelike.nethack/browse_frm/thread/c67ffc6f2d005d32/7d8d9704d183a623 |
# File:Tiamat.png
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Horizontal resolution37.8 dpcVertical resolution37.8 dpc |
# Spoiler
Generally, a spoiler is anything which reveals an ending or ruins a surprise. In the NetHack sense, a spoiler is a file documenting the behaviour of the game in great detail. Hundreds of different spoilers exist, from tables of weapons and monsters, to FAQs, to comprehensive guides. Many are now out of date; be sure to check which version of NetHack the spoiler was written for.
NetHackWiki articles, collectively, constitute a spoiler.
Contrary to popular belief, it is possible to ascend without consulting spoilers. The Guidebook is generous if you pay close enough attention, The Oracle provides clues to the more arcane aspects of the game, and sheer bloody-minded persistence will see you through eventually. The first well-documented instance of a totally unspoiled player ascending is in this RGRN post.
External links
Steelypips.org hosts a NetHack site, run by Kevin Hugo and dedicated to spoilers for versions of the game up to 3.4.3.
See also
Spoiler files
This page is a stub. Should you wish to do so, you can contribute by expanding this page. |
# Water dolphin
; water dolphin File:Water dolphin.png
Difficulty
10
Attacks
Butt 2d8 physical
; water dolphin File:Water dolphin.png
Difficulty
10
Attacks
Butt 2d8 physical
Base level
8
Base experience
189
Speed
12
Base AC
-3
Base MR
0
Alignment
0 (neutral)
Frequency (by normal means)
0 (Not randomly generated)
Genocidable
No
Weight
500
Nutritional value
350
Size
large
Resistances
poison
Resistances conveyed
poison
A water dolphin:
can swim.
can survive underwater.
cannot pick up items.
has no hands.
has no limbs.
is an animal.
has a serpent body.
has a thick hide.
can lay eggs.
is carnivorous.
is an elf.
can follow you to other levels.
is nasty.
is strong.
can pick up weapons and food.
has infravision.
does not appear in Gehennom.
never leaves a corpse.
cannot be tamed. |
# User:Jayt
Hi fellow hackers! I'm jmst on nethack.alt.org, and an admin here.
Contents
1 What I'm up to
1.1 Previously...
2 Scorecard
3 Old stuff
3.1 Completeness
3.2 Source wikification script
What I'm up to
I'm happy with the way the wiki is going - lots of good people are adding good stuff. My vision is for NetHackWiki to be a Total Spoiler - a one-stop repository of all of humanity's knowledge of NetHack - as well as a venue for an emerging field of scholarly NetHack analysis :-) My secret desire is that it one day becomes bigger than Wikipedia.
2006/09/15: Travelling until next Tuesday. Tata for now!
2006/08/05: On a redirection binge. Trying to pre-empt duplicate articles.
Previously...
The weather has been too nice for ASCII this week, but the subsequent thunderstorms finally drove me back inside and I'm planning to ascend a rather bedraggled Monk.
Result: he died on the thrice-accursed Plane of Air! Moral: Defence is only half the equation: you've got to be able to kill 'em. --Jayt 19:08, 4 August 2006 (UTC)
Scorecard
Date
Char
Score
Turns
Conducts
2004/02/29
Val Hum Mal Law
5167362
85417
aw
2004/06/08
Wiz Elf Fem Cha
5014828
62397
aw,ps
2004/11/30
Pri Elf Mal Cha
3566624
73989
aw,ps,s
2004/12/08
Tou Hum Mal Neu
9245501
74318
aw,s
2004/12/17
Kni Hum Mal Law
4394088
56715
aw,p,ps,s
2004/12/18
Bar Hum Fem Neu
8916782
118767
aw,s
2004/12/27
Sam Hum Mal Law
4142714
50476
aw,s
2005/01/19
Arc Hum Mal Law
2564564
35709
aw,p,ps,s
2005/01/22
Ran Elf Mal Cha
3638114
51113
aw,ps,s
2005/01/28
Cav Dwa Fem Law
3879664
42900
aw,ps,s
2005/02/15
Rog Hum Mal Cha
2518054
40832
aw,ps,s
2005/02/20
Mon Hum Fem Neu
2725664
31920
aw,ps
2005/02/23
Hea Gno Mal Neu
3239812
46553
aw,p,ps,s
2005/03/17
Val Dwa Fem Law
3315062
43018
aw,g,p,ps,vg,w,s
2005/10/21
Wiz Elf Mal Cha
3348070
52493
aw,g,p,ps,w,s
2006/02/26
Bar Hum Mal Cha
2902394
42906
ps,s
2006/06/28
Wiz Hum Mal Neu
1607752
22910
p,ps,s
2006/07/04
Rog Orc Fem Cha
2550726
40404
aw,g,p,ps,w
2006/07/20
Pri Hum Mal Law
4339290
68745
a,i,g,p
2006/10/24
Ran Hum Mal Neu
3230200
44564
g,p,w
a = atheist
aw = artifact wishless
g = genocideless
i = illiterate
p = polyless
ps = polyselfless
vg = vegan
w = wishless
s = survivor (I know, not a real conduct)
Old stuff
Completeness
Here are my thoughts on completeness
Source wikification script
#!/usr/bin/python
#version 20061002
# usage: ./wikify.py sourcefile.c
# the first line of output will be the article title, for use with
# an uploadbot
#config:
outputdir="/home/user/somewhere/" # where to put the wikified file
gamename = "NetHack" # NetHack or Hack or SLASH'EM
uploadversion = "3.4.3" # 1.3d/2.3e/3.1.0/3.4.3/etc.
latestversion = "3.4.3" # 3.4.3 or 0.0.7E7F2
license = "NGPL" # NGPL or CWI
##
import sys, re
srcfile = sys.argv[1]
f = open(srcfile)
g = open(outputdir + srcfile, "w")
i=1
if uploadversion != latestversion or gamename=="SLASH'EM":
wikilink = gamename + ' ' + uploadversion + '/' + srcfile
srccodelink = '[[' + gamename + ' ' + uploadversion + \
' source code|source code]]'
catlink = "[[Category:" + gamename + ' ' + uploadversion\
+ ' ' + "source code|" + srcfile + "]]"
oldwarning = "'''Warning!''' This is the source code from an old \
release. For the latest release, see [[Source code]].\n\n"
else:
wikilink = srcfile
srccodelink = '[[source code]]'
catlink = "[[Category:Source code]]"
oldwarning = ''
if gamename == "SLASH'EM":
oldwarning = ''
if uploadversion != latestversion:
oldwarning = "'''Warning!''' This is the source code\
from an old release. For the latest release, see [[SLASH'EM "\
+latestversion+" source code]].\n\n"
slashwarning = "The latest source code for vanilla NetHack is \
at [[Source code]].\n\n"
else:
slashwarning = ''
print >> g, wikilink
print >> g, "Below is the full text to '''" + srcfile + "''' from the "\
+ srccodelink + " of [[" \
+ gamename + ' ' + uploadversion + ']]. To link to a particular line, \
write [[' + wikilink + '#line123|[[' + wikilink + \
'#line123]]]], for example.\n'
print >> g, oldwarning + slashwarning
print >> g, "{{" + license + "}}"
for line in f.readlines():
wikiline = (str(i) + '.').ljust(6)+line.rstrip("\n")
if re.search("{{",line):
wikiline = ''+wikiline+''
print >> g, ' <span id="line' + str(i) + '">'+wikiline\\
+'</span>'
i += 1
print >> g, catlink
--Jayt 18:39, 12 June 2006 (UTC)
Updated to output better wikicode. --Jayt 21:56, 13 June 2006 (UTC)
Updated to handle old source code files. --Jayt 11:51, 31 August 2006 (UTC)
Updated to handle SLASH'EM and files containing {{ --Jayt 19:03, 2 October 2006 (UTC) |
# Talk:Instadeath
Do we have a page on "delayed instadeath" i.e. things like food poisoning or strangulation that take time but will kill you unless you do something about it? Ekaterin 15:51, 9 October 2006 (UTC)
Instadeath doesn't reduce hit points to zero. It just kills you. If you look in the high scores list, a character who suffers an instadeath is still listed in the scores list as having whatever number of hit points they had before they died. They're not listed as having 0 hit points. I think the sentences referring to hit points being reduced to zero should be removed. Djao 19:51, 5 January 2007 (UTC)
Cockatrices
Since there are like 46 known ways or something to get instakilled by cockatrices, I suggest creating a seperate article of ways to die from a cockatrice. I'll be creating it this week when I have time. krpors 09:20, 15 February 2007 (GMT)
It could be made a section in the Cockatrice article. Lotte 12:11, 16 February 2007 (UTC)
Medusa
Is it really true touching Medusa's corpse is safe, but eating is not? Also, "contact attack" needs to be explained. --Tjr 19:47, 16 July 2011 (UTC)
The first is definitely true; just tried it in wizard mode. As for the second, I think cockatrice#Ways_to_be_petrified_by_a_cockatrice explains it pretty well; I'll put a link there. -Ion frigate 21:23, 16 July 2011 (UTC)
Drowning
Once an eel destroyed my levitation ring over water with no adjacent land, and my character automatically swam to land IIRC. Are we sure that falling into the water with no adjacent land is always instadeath? 99.162.190.180 20:34, 16 July 2011 (UTC)
Your character swam to a land square adjacent to your character. There just wasn't any land under your character. And yes, falling into water is an instadeath if your character would have to swim several tiles to get to land. --Tjr 03:22, 17 July 2011 (UTC)
I must have remembered wrong then... I could've sworn the @ auto-swam to a nearby land tile. 76.252.202.148 13:18, 17 July 2011 (UTC) (this is me, dynamic ip)
If you have controlled teleportitis, when dunked in water with no adjacent land do you teleport to land automatically? --Evilkolbot (talk) 12:47, 28 December 2016 (UTC) |
# Talk:Spellbook of force bolt
Range
Is there any data on how far a force bolt travels? Yidda 23:03, 18 March 2007 (UTC)
I've seen a force bolt regularly hit 5 direct squares away, but I've also seen it reach only two diagonal squares. Yidda 05:55, 21 March 2007 (UTC)
In NetHack (vanilla) v. 3.6.6, my level 2 wizard just burst two boulders at a distance of 4 and 5 units away. jvriesem 13:46, 22 December 2021 (UTC)
Does force bolt do shock damage? No One Special 11:25, 14 July 2009 (UTC)
No, it's magic damage. -Tjr 11:35, 14 July 2009 (UTC)
Force bolt and nymphs
I disagree somewhat with suggestions that killing Nymphs with force bolt is a 'Bad Idea'. I think that it should be the last choice of ranged attack, but also that an awake nymph should be dealt with wherever possible. A luck penalty is much less infuriating, and more manageable than the potential consequences of a your inventory items being used against you.--PeterGFin 23:35, February 19, 2010 (UTC)
Well, force-bolting nymphs is definitely a worse idea than leaving them asleep. Once it is running around, I usually kill it by whatever means, especially if I don't have a light source. -Tjr 04:00, February 20, 2010 (UTC)
Ok, perhaps the advice against force bolt was targeting the kind of people who haven't memorized what turn Luck exactly times out etc. -Tjr 04:01, February 20, 2010 (UTC)
It's also worth noting that Force Bolts cast by the player do not respect magic reflection. This can be very important if you're in a situation like I was just earlier today, with a pet-woken nymph stealing your amulet of reflection and your damned Magicbane. 71.199.74.75 18:57, May 12, 2010 (UTC)
Instructions on how to cast
I removed the paragraph that said how to cast the spell, for two reasons: 1) It's redundant, and if anywhere belongs in the article on spells, and 2) it falsely seemed to imply that vi is the only control scheme for nethack or this spell, which is certainly not true. -Ion frigate 21:19, 5 August 2011 (UTC) |
# Talk:Zombie
Zombies don't cause the player to rise from the dead
As the same misinformation has been added twice, I figure I should clarify:
In done_in_by in end.c, the u.ugrave_arise variable is set if your corpse will rise from the dead in a bones file. The defined ones are:
If killed by a wraith, barrow wight, or Nazgul, you rise from the dead as a wraith.
If killed by a mummy, you rise from the dead as a mummy of your own race.
If killed by a vampire, vampire lord, or Vlad the Impaler, and you are human, you rise from the dead as a vampire.
If killed by a ghoul, you rise from the dead as a ghoul.
Notice that zombies are missing from that list. If you get yourself killed by a zombie, you don't rise from the dead. 72.200.112.118 05:05, 28 February 2007 (UTC)
The reason I added it back in was because the original text made it sound like you come back from the dead when you are killed by a zombie, and the revert made it seem like that was the case. I'm no source expert, so I changed the original text to say that your corpse is a zombie in a bones file in an attempt to clarify it. I also thought that was true because I remember running into a bones character that wasn't a ghost, but I didn't remember exactly what type of monster it was. Being the trusting person I am, I assumed the first person had it correct. --MadDawg2552 03:20, 1 March 2007 (UTC)
Stub
This page is marked as a stub. A question I have is: is there really much more one can say about the individual zombies? The general qualities of zombies (rotten base monster corpses, etc) are covered in the header; the individual distinctions are also covered (eg elf zombies being tinned for sleep resistance). This is a problem not specific to this particular article; things like pit viper, kobold, imp, ettin, and others cover monsters who don't really have many distinguishing features, and whose articles are necessarily short. However, to call them stubs implies they are incomplete, which I don't believe to be true. So should we perhaps remove the stub designation from pages of non-distinct monsters? This extends to some item articles as well, eg orcish short sword. -Ion frigate 03:58, October 12, 2010 (UTC)
In my opinion, this article should be un-stubbed. Tjr 12:30, October 12, 2010 (UTC)
Human Zombie does not have human attribute
I can see in the source that the human zombie does not have the M2_HUMAN flag. Does this matter in the game? When you are human, does eating their corpse count as cannibalism? Does it count for sacrificing? Are there any other example where it would matter if the monster was human? --99.239.146.253 07:42, 16 October 2011 (UTC)
Zombies don't leave zombie corpses, so it will not affect cannibalism or sacrificing. A human zombie leaves a human corpse, which does have the M2_HUMAN flag. There's a list of what this will affect at Human_(monster_attribute)#Effect; among others, a human zombie could not be tamed and would ignore Elbereth if they did have M2_HUMAN, so I imagine the omission is deliberate. -- Qazmlpok 13:29, 16 October 2011 (UTC) |
# Category:Messages
This category contains disambiguation articles for messages that have multiple causes. Messages that have a unique cause should be redirected to an article about that cause. If a message is not listed here, and you want to know what it means, try typing it into the search box.
Subcategories
This category has only the following subcategory.
I
► Identification redirects (2 C)
Pages in category "Messages"
The following 133 pages are in this category, out of 133 total.
*
Pun
Rumors
The DevTeam Thinks of EverythingA
Angelic and demonic maledictionsB
Bad luck does not time out for you
Boing!D
Do not pass go. Do not collect 200 zorkmids.F
Flash of lightG
Gee! All of a sudden, you can see right through yourself
Good luck does not time out for youH
Hallucinatory messagesI
IntroductionL
Larn
List of major consultationsM
MessageO
One word messagesR
Revive
Rumor messagesS
Something seems to be holding youT
Talking to vampires
The door freezes and shatters
The dungeon acoustics noticeably change
The hair on the back of your neck stands up
The lava cools and solidifies
The moat is bridged with ice
The spell dissipates over the distance
The water freezes
The water freezes for a moment
Source:True rumorsU
Ulch!W
Wait!
Welcome messageY
You are surrounded by a golden glow
You are surrounded by a shimmering light
You break out in hives
You experience a strange sense of peace
You feel a little chill
You feel a mild buzz
You feel a mild buzz.
You feel a mild tingle
You feel a momentary chill
You feel a slight illness
You feel a slight illness.
You feel a strange mental acuity
You feel a sudden chill
You feel aggravated
You feel agile
You feel an unexpected draft
You feel centered in your personal space
You feel centered in your personal space.
You feel clumsy
You feel cold
You feel controlled
You feel controlled!
You feel diffuse
You feel diffuse.
You feel especially healthy
You feel feverish
You feel feverish.
You feel full of hot air
You feel greedy
You feel grounded in reality
You feel guilty
You feel guilty...
You feel healthy
You feel hidden
You feel in control of yourself
You feel in control of yourself.
You feel in touch with the cosmos
You feel lackluster
You feel less attractive
You feel less attractive.
You feel less jumpy
You feel less jumpy.
You feel less sensitive
You feel less sensitive!
You feel like someone is helping you
You feel like the prodigal son
You feel like the prodigal son.
You feel lucky
You feel materially poor
You feel more confident in your fighting skills
You feel more confident in your fighting skills.
You feel more confident in your spell casting skills
You feel more confident in your spell casting skills.
You feel more confident in your weapon skills
You feel more confident in your weapon skills.
You feel much better
You feel partially absolved
You feel partially absolved.
You feel sensitive
You feel sensitive!
You feel shuddering vibrations
You feel somewhat dizzy
You feel strong!
You feel threatened.
You feel tired
You feel totally together, man
You feel uncontrolled
You feel uncontrolled!
You feel very firm
You feel very jumpy
You feel very jumpy.
You feel wide awake
You feel you could be more dangerous!
You have a sad feeling for a moment
You have a sad feeling for a moment, then it passes
You have a sad feeling for a moment, then it passes.
You have a strange feeling for a moment then it passes
You hear a crackling sound
You hear a faint typing noise
You hear a jackal howling at the moon
You hear a mumbled curse
You hear a sceptre pounded in judgment
You hear a soft crackling
You hear a sound reminiscent of a seal barking
You hear the tones of courtly conversation
You imitate a popsicle
You make scratch marks on the stone
You see some air in the sink
You slow down
You smell charred flesh
You suddenly realize it is unnaturally quiet
You walk very quietly
You're joking! In this weather?
Your body absorbs some of the magical energy
Your feet are frozen to the floor!
Your hands glow a brilliant red
Your knowledge of this spell is twisted
Your legs get new energy
Your mind fails to lock onto that location
Your quickness feels less natural
Your skin feels warm for a moment |
# Pelias
@ Pelias
Difficulty
22
Attacks
Weapon 1d6
@ Pelias
Difficulty
22
Attacks
Weapon 1d6
Base level
20
Base experience
583
Speed
12
Base AC
0
Base MR
30
Alignment
0 (neutral)
Frequency (by normal means)
Unique
Genocidable
No
Weight
1450
Nutritional value
400
Size
Medium
Resistances
Poison
Resistances conveyed
None
Pelias:
has a head, a couple of arms, and a torso.
is omnivorous.
is not a valid polymorphable form.
is a human.
is male.
is normally generated peaceful.
is strong.
can pick up weapons and food.
can pick up magical items.
lets you close unless attacked.
can be seen through infravision.
Reference
monst.c#line3052
Pelias, @, is the Barbarian quest leader. Like the quest guardian chieftains and other Barbarians, he has intrinsic poison resistance.
Geenration
Pelias resides within the structure that sits on the west side of the Barbarian quest's home level, occupying the throne in the left half.
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.
Pelias, along with other quest leaders, has been made significantly stronger, since killing quest leaders no longer makes the game unwinnable.
The changed stats are as follows:
Speed becomes 15 (from 12); MR becomes 90 (from 30); first attack becomes 4d10 (from 1d6), and he gains a second 4d10 weapon attack.
Pelias also starts with a +5 chain mail and a +5 runesword.
Origin
Pelias is named for a character from the Conan mythos - this Pelias appears in The Scarlet Citadel as one of the rare sorcerers to ally with Conan.
Encyclopedia entry
Conan cried out sharply and recoiled, thrusting his companion
back. Before them rose the great shimmering white form of Satha,
an ageless hate in its eyes. Conan tensed himself for one mad
berserker onslaught -- to thrust the glowing faggot into that
fiendish countenance and throw his life into the ripping sword-
stroke. But the snake was not looking at him. It was glaring
over his shoulder at the man called Pelias, who stood with his
arms folded, smiling. And in the great, cold, yellow eyes
slowly the hate died out in a glitter of pure fear -- the only
time Conan ever saw such an expression in a reptile's eyes.
With a swirling rush like the sweep of a strong wind, the great
snake was gone.
"What did he see to frighten him?" asked Conan, eyeing his
companion uneasily.
"The scaled people see what escapes the mortal eye," answered
Pelias cryptically. "You see my fleshy guise, he saw my naked
soul."
[ Conan the Usurper, by Robert E. Howard and L. Sprague de Camp ] |
# Forum:Even stupider accencion tricks
< Forum:Watercooler
Would it be possible to ascend without moving using the hjkl/number pad keys (teleport, digging, etc. are still valid)?
Thanks!
A Person (talk) 15:57, 22 April 2015 (UTC)
Does moving with the _ key count as "etc"? :) Wooble (talk) 16:20, 22 April 2015 (UTC)
I was more thinking of teleportitus + time + pacience. Is there a way through no-teleport levels?
Also, you could startscum to start with ring of teleport control + teleport...
A Person (talk) 16:30, 22 April 2015 (UTC)
Juiblex taxi service? Wooble (talk) 16:41, 22 April 2015 (UTC) |
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This edit was performed by a bot
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# Role/ko
넷핵을 시작할 때, 게임은 당신이 플레이하고 싶은 직업을 물어보며, 무작위로 고르는 선택지를 제공합니다.
당신은 또한 nethackrc 파일 안에서 설정하거나 명령줄에 -p 옵션과 함께 지정해둘 수 있습니다.
각 직업은 서로 다른 시작 장비와 무기 숙련도를 가지고 시작합니다. 레벨을 올릴 때 얻게 되는 특성들(예:레인저의 은밀 특성)과 행위들(예:수도승의 채식주의자 행위) 또한 직업들마다 상이합니다. 숙련된 플레이어들은 종종 13개 직업 전부로 승천을 시도합니다. 일부 직업들은 다른 것들보다 승천하기 더 어렵다고 여겨집니다. (직업 난이도를 참고하십시오)
Contents
1 시작 attributes의 중간값과 특성에 따른 직업 표
2 성향과 종족에 따른 직업 표
3 직업별 전직명
4 같이 보기
5 타 게임에서
6 참고자료
시작 attributes의 중간값과 특성에 따른 직업 표
다음의 표는 인간 종족으로 플레이할 때 다양한 직업들의 attribute와 초기 특성들, 그리고 특정 경험 레벨 때 획득하는 특성들로 중간값의 근사치를 제시합니다.XL은 경험 레벨(eXperience Level)을 의미합니다.
근력
지능
지혜
민첩
체력
카리스마
초기 특성
획득하는 특성
고고학자
12
15
15
10
12
10
speed, 은밀
XL 10: searching
야만인
18/01
7
7
17
18
6
독 저항
XL 7: speed, XL 15: 은밀
원시인
18/01
9
9
13
17
8
XL 7: speed, XL 15: 경고
치유사
9
10
16
9
14
17
독 저항
XL 15: 경고
기사
15
8
15
8
11
17
XL 7: speed
수도승
17
10
14
14
11
10
see invisible 수면 저항 speed
XL 3: 독 저항 XL 5: 은밀 XL 7: 경고 XL 9: searching XL 11: 화염 저항 XL 13: 냉기 저항 XL 15: 전격 저항 XL 17: 순간이동 통제
(여)사제
12
10
18
12
13
10
XL 15: 경고, XL 20: 화염 저항
레인저
14
10
10
18
14
9
searching
XL 7: 은밀, XL 15: see invisible
도적
15
14
14
18
14
8
은밀
XL 10: searching
사무라이
16
10
8
16
18
7
speed
XL 15: 은밀
Tourist
11
13
9
11
15
16
XL 10: searching, XL 20: 독 저항
발키리
18
9
9
13
18
9
냉기 저항, 은밀
XL 7: speed
마법사
10
18
10
13
13
10
XL 8: 마법사가 teleportitis를 가지고 있을 경우 자유자재로 순간이동 XL 15: 경고 XL 17: 순간이동 통제
성향과 종족에 따른 직업 표
캐릭터를 생성할 때, 다음의 직업과 종족, 성향의 조합이 허용됩니다.[1]
인간
엘프
드워프
노움
오크
고고학자
질서 중립
질서
중립
야만인
중립 혼돈
혼돈
원시인
질서 중립
질서
중립
치유사
중립
중립
기사
질서
수도승
질서 중립 혼돈
사제
질서 중립 혼돈
혼돈
레인저
중립 혼돈
혼돈
중립
혼돈
도적
혼돈
혼돈
사무라이
질서
관광객
중립
발키리
질서 중립
질서
마법사
중립 혼돈
혼돈
중립
혼돈
직업별 전직명
캐릭터가 특정 레벨에 도달할 때마다, 캐릭터의 이름 앞에는 수식어구가 붙게 됩니다. 캐릭터에게 미치는 영향은 없습니다.
일부 직업의 경우, 남성과 여성의 호칭이 다릅니다.
직업
고고학자
광부
노동자
조사관
채굴자
발굴자
동굴탐험가
동굴학자
수집가
학예사
야만인
약탈자(Plunderer)
탈취자
무법자
산적
침략자
약탈자(Reaver)
살해자
수령
정복자
원시인
혈거인
원주민
방랑자
부랑자
여행자
배회자
유목민
표류자
개척자
치유사
약초 수집가
돌팔이 의사
장례지도사
붕대 담당자
정형외과 의사
한의사
의학석사
내과 의사
외과 의사
기사
사나이
향사
청년 기사
경사
기사
기령 기사
훈작사
귀족
궁정 기사
수도승
지원자
수련 수사
전수자
흙의 탐구자
물의 탐구자
철의 탐구자
공기의 탐구자
불의 탐구자
달인
(여)사제
지망생
복사
시제
(여)사제
조임 신부
참사회원
라마승
대주교
대사제
도적
노상강도
소매치기
도적
강도
날강도
도둑
좀도둑
사기꾼
절도범
레인저
신참
파수꾼
개척자
정찰꾼
척후병
석궁 사수
궁수
저격병
명사수
사무라이
하타모토
로닌
닌자(남)/쿠노이치(여)
조슈
료슈
코쿠슈
다이묘
쿠게
쇼군
관광객
산책인
유람객
유람 여행자
편력자
나그네
여행가
항해자
탐험가
모험가
발키리
견습
보병
전사
중기병
전투병
장사
영웅
투사
로드(남)/레이디(여)
마법사
소환사
기술사
요술쟁이
마술사
요술사
주술사
사령술사
마법사
대마법사
같이 보기
직업 난이도
타 게임에서
던전 앤 드래곤에서는 "클래스"라는 단어를, 메이플스토리와 파이널 판타지에서는 "직업(job)"이라는 단어를 사용하지만, 넷핵에서 그것들은 항상 직업(role)이라고 불립니다.
참고자료
↑ role.c in NetHack 3.6.0, line 7 |
# Smoky and milky potions
Smoky and milky potions are two of the randomly generated colors of potion; they can be any type. However, they are noteworthy because they have a chance of summoning a monster upon quaffing: the smoky potion may summon a djinni and the milky potion may summon a ghost. If the monster appears, the potion does not have its normal effect.
Contents
1 Smoky potions
1.1 Chance of producing a djinni
2 Milky potions
3 Strategy
3.1 Smoky potions and wishing
3.2 Alchemy
3.3 Combat
4 Variants
4.1 UnNetHack
4.2 EvilHack
5 External links
6 References
Smoky potions
Quaffing a smoky potion has a 113 + 2n chance of producing a djinni, where n is the number of djinn that have been created in this game.[1][2] This djinni might grant you a wish, become tame, be peaceful, vanish instantly, or turn hostile; the chances of each outcome depend on the beatitude of the potion and are identical to the chances for magic lamps. Blessed smoky potions are the most likely to give a wish.[3]
The effect of quaffing a smoky potion does not depend on whether or not you have identified that type of potion. If you have identified smoky potions but have forgotten which ones they are, you can use \ or ` to check your current identification knowledge.
Djinn can also be summoned when a monster quaffs a smoky potion. The djinni will disappear 50% of the time; the other 50% it will be peaceful. In neither case will it grant wishes, though it does count toward the total number of djinn created.[4]
Chance of producing a djinni
Djinn already created
0
1
2
3
4
5
n
Chance of producing a djinni
7.69%
6.67%
5.88%
5.26%
4.76%
4.35%
113 + 2n
Overall chance of wish
Blessed
6.15%
5.33%
4.71%
4.21%
3.81%
3.48%
465 + 10n
Uncursed
1.53%
1.33%
1.18%
1.05%
0.95%
0.87%
165 + 10n
Cursed
0.38%
0.33%
0.29%
0.26%
0.24%
0.22%
1260 + 40n
Milky potions
Milky potions have a chance of containing a hostile ghost; unless you are blind when you quaff the milky potion, you will be "are frightened to death, and unable to move" for three turns.[5] As with djinn, the probability of a milky potion generating a ghost is based on the number of ghosts already generated by any means: 113 + 2n, where n is the number of ghosts already generated. Since there will always be a large number of ghosts in the Valley of the Dead, the chance of getting a ghost from a potion decreases significantly after that point.
A monster quaffing a milky potion can also summon a ghost, paralyzing them for 3 turns.[6]
Strategy
Smoky potions and wishing
Because of the possibility of a wish, it is worth blessing and quaffing all smoky potions, even if they are an otherwise useless or harmful type, especially because harmful potions are less harmful when blessed. In some cases, however, precautions must still be taken; the table below outlines these cases and what can be done to mitigate their effects:
Potion
Cost
Blessed result
Mitigation
sickness
50
Lose 1 HP, abuse Con
Quickly recovered
confusion
100
Confusion, abuse Con
Unicorn horn, or just wait (it's quite short)
hallucination
100
Hallucination
Unicorn horn
sleeping
100
Sleep
Sleep resistance
blindness
150
Blindness
Unicorn horn
invisibility
150
Permanent invisibility
Wear mummy wrapping
polymorph
200
Polymorph
Unchanging or polymorph control
levitation
200
Levitation
Press > to float gently to the ground
acid
250
Lose 1–4 HP, abuse Con
Acid resistance or recover
oil
250
Abuse Wis
Quickly recovered
paralysis
300
Paralysis
Free action
Probably the worst of these is the potion of polymorph, since its effect is not easily resisted and can be quite devastating if proper precautions are not taken. Unchanging is preferable to polymorph control: controlled polymorph into your own race will shuffle your stats, while choosing to polymorph into another monster may keep your stats the same but will break polyselfless conduct. With unchanging, neither of these is an issue.
In the case of potions of sleep and paralysis, a locked closet with a burned Elbereth square or scroll of scare monster is a reasonably secure substitute: almost all phasing, digging or door-destroying monsters respect Elbereth, although the latter two may open the way for non-Elbereth respecting monsters. A sanctuary is an even better substitute, although still not as good as free action since angelic beings may still attack you.
Alchemy
Another problem can occur if smoky potions are healing or extra healing, since players generally want to alchemize these to full healing. The dilemma posed is such: get more HP, or get a wish? In this case, one should go for the alchemy - on average, for the potions required to get one wish, you will get 45 extra HP if smoky potions are extra healing, and 105 extra HP if smoky potions are healing. The extra HP is pretty much always better in the latter case, and usually better in the former case, especially given that many items can be obtained without wishing.
Combat
Both of these potions can be dangerous to players in tense situations. The milky potion effect is far worse across the board: three turns of paralysis can be deadly against particularly nasty monsters, particularly if the potion was full healing. The paralysis effect can be avoided by blinding yourself. The smoky potion effect, while beneficial on paper, robs you of that potion's effect, which can be fatal - e.g., at low health, your only smoky potion of full healing produces a wish-less djinni instead.
Variants
UnNetHack
Main article: Wish#UnNetHack
In UnNetHack, wishes cannot be used on magical items unless they are from a wand of wishing.
EvilHack
In EvilHack, monsters can wish for items if the smoky potion they attempted to quaff produces a djinni that grants a wish.
External links
Wishing spoiler
References
↑ src/potion.c in NetHack 3.6.6, line 553
↑ include/hack.h in NetHack 3.6.6, line 440
↑ src/potion.c in NetHack 3.6.6, line 2321
↑ src/muse.c in NetHack 3.6.6, line 106
↑ src/potion.c in NetHack 3.6.6, line 465
↑ src/muse.c in NetHack 3.6.6, line 80
This page may need to be updated for the current version of NetHack.
It may contain text specific to NetHack 3.4.3. Information on this page may be out of date.
Editors: After reviewing this page and making necessary edits, please change the {{nethack-343}} tag to the current version's tag or {{noversion}} as appropriate. |
# User talk:Drizzd
Welcome!
Welcome!
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This is an automated greeting. -- The Welcome Bot 17:19, 24 Jul 2023 (UTC) |
# File:Solar (dnethack).png
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# Shambling horror (UnNetHack)
For the related monsters in Sporkhack or EvilHack, see shambling horror (Sporkhack) or shambling horror (EvilHack).
The shambling horror is a monster with properties randomized at the start of each game. They may be harmless, or they might be staggeringly dangerous.
3 are always guaranteed to be generated in the sanctum.
Depending on whether or not shambling horrors are generated with the demon flag, they may be summoned through demon gating and may summon other demons.
This page is a stub. Should you wish to do so, you can contribute by expanding this page. |
# Talk:Ground slam
Could a ground slam next to water be an instakill due to water flowing into the pit?
--sven905965 |
# NetHack 4 Network Protocol
This is a description of the NetHack 4 networking protocol.
Note: This page tends to get out of date quickly. A much more up-to-date version can be found here.
The protocol is based on JSON. Each client command and each server response is a single, valid JSON object in UTF8 encoding.
Contents
1 Basics
2 Interaction
3 Client commands
3.1 auth
3.2 register
3.3 describe_pos
3.4 exit_game
3.5 get_commands
3.6 get_obj_commands
3.7 get_drawing_info
3.8 get_options
3.9 set_option
3.10 get_roles
3.11 get_topten
3.12 list_games
3.13 create_game
3.14 play_game
3.15 set_email
3.16 set_password
3.17 shutdown
4 Server requests
4.1 server_cancel
4.2 request_command
4.3 display_menu
4.4 display_objects
4.5 getdir
4.6 getline
4.7 getpos
4.8 query_key
4.9 yn
4.10 load_progress
4.11 server_error
5 Display elements
5.1 delay_output
5.2 display_buffer
5.3 level_changed
5.4 list_items
5.5 outrip
5.6 pause
5.7 print_message
5.8 print_message_nonblocking
5.9 raw_print
5.10 update_screen
5.11 update_status
Basics
The protocol is based on JSON. Each command and each response is a single,
valid JSON object in UTF8 encoding. The server will insert a NUL character
between each command it sends, to allow clients to easily determine where one
ends and the next starts (NUL cannot appear in a JSON encoding). The client
does not currently insert such NULs. (TODO: It probably should, and the server
should probably respect them, in case the client needs to send `exit_game`
immediately after another command, without waiting for a response in between.)
The server protocol is an enhancement of the protocol used by a window port to
connect to a local game; the two are very similar, and so this documentation
may also be consulted to gain some amount of understanding of the behaviour of
a windowport. There are a few commands that are specific to server use,
though, such as `auth`, and the API for map updates is different. For a full
explanation of the various protocols in use, see `doc/mainloop.txt`.
The following types are all special cases of integers:
All enumerated types
bitflags
boolean
charcode
connid
coordinate
gameid
Interaction
Once the client has connected to the server, it must send either an `auth` or
a `register` command. If the client sends a successful `register` command, a
following `auth` command is not necessary. When the client is authenticated
any other command may be sent to the server.
Normal flow is driven by the client and/or server sending commands and
receiving responses to them; a command can be sent from the client to the
server, or (more rarely) the other way round. (Server commands are sent if
the server needs more information to fulfil a client command, or to inform the
client of unusual conditions, such as a retroactive cancel of a command in
progress.) Server commands and responses can also carry an attached `display`
element with map updates (see later in this document).
In general, a command might be sent/received by the client and/or server at
any point after the authentication. It is thus incorrect for a client to
block on user input, because it might have to handle a server command that
arrives unexpectedly.
It is also incorrect to block on the response to a command, because a command
might be followed up by another command rather than a response. It is
acceptable, however, for the client to ignore user input after sending a
command, until either a command or a response is received; whenever a command
is sent, the client can assume that the server will react to it in some way,
either via responding or via sending a followup command.
70 Commands and responses are always well-nested; if a response is sent, it will
be to the most recent unresponded command sent by the other end of the
connection. Additionally, messages usually alternate between client and
server. Currently, the only exception to this is the `cancel_server_request`
command that the server uses to countermand a server request; it can be sent
by the server even if the previous message was also sent by the server.
Client commands
These commands are sent by the client, expecting a response from the server.
auth
Either `auth` or `register` must always be the first command sent, and no
other commands may be sent until the original `auth` or `register` command
receives a response.
This command is specific to client/server communication, and is not used for
local play. It specifies which user is making the connection.
Upon creating a new connection, there will be no game loaded: `play_game` will
need to be used before commands that require a game to be loaded will work
(and those commands can only be given to follow up server requests that follow
up the `play_game` call).
Command arguments:
`string username`: the username of the user who is making the connection
`string password`: the password of the user who is making the connection
Response arguments:
`enum authresult return`: whether the connection succeeded:
[`NO_CONNECTION` = 0: not sent by the server, simulated by the client
library if the connection fails]
`AUTH_FAILED_UNKNOWN_USER` = 1: the given user does not exist
`AUTH_FAILED_BAD_PASSWORD` = 2: the given password is wrong
`AUTH_SUCCESS_NEW` = 3: a new connection was created
`int[3] version`: the version number of the server
[0] The major version number (if it's not 4, this document is probably
inaccurate)
[1] The minor version number (changes when save compatibility breaks)
[2] The patchlevel version number (changes when a release is made that
does not break save compatibility)
TODO: What happens if this command is sent when a connection already exists?
register
Like `auth`, except it requires a nonexistent rather than existing username,
and will create an account. This cannot re-establish an existing connection,
for obvious reasons.
Command arguments:
`string username`: the username for the new account
`string password`: the password to register the account with
`string email`: (optional) an email address to store in the database; the
server admin can use this for password reset requests, etc.
Response arguments: same as `auth`, except `AUTH_FAILED_UNKNOWN_USER` means
that the user account already exists.
describe_pos
Returns farlook information for a given map square. This command may only be
meaningfully sent while a game is running, and corresponds to the
`nh_describe_pos` API call in libnethack. If the game is not running, all
string values in the response will be the null string, `objcount` will be -1,
and `in` will be false.
Command arguments:
`boolean is_in`: Whether to return the `in` element in the response
`coordinate x`: x coordinate of the map square to farlook
`coordinate y`: y coordinate of the map square to farlook
Response arguments:
`string bgdesc`: a description of the background
`boolean feature_described`: true if `bgdesc` is redundant to other fields
`string effectdesc`: a description of an effect
`boolean in`: true if an object is "in" rather than "on" the background
`string invisdesc`: a description of a remembered invisible monster
`string mondesc`: a description of a monster
`int objcount`: the number of object stacks on the square
`string objdesc`: a description of an object
`string trapdesc`: a description of a trap
Strings in the response are zero-length if they would describe something that
does not exist on the map square given by (x,y) (or that the character is
unaware of), e.g. `trapdesc` for a square with no known trap. Otherwise, they
describe the map square given by (x,y).
exit_game
Causes the game to stop running, either via saving/suspending it, or via
quitting it. `EXIT_SAVE` is equivalent to just dropping the connection in
terms of its user-visible effect, but is kinder on server resources than
dropping the connection would be. This command can be sent if there is no
running game, but does nothing but return true in that situation. It
corresponds to the `nh_exit_game` API call in libnethack.
178 If the game is running, this API call will typically return via `play_game`
response (see the documentation for `play_game`) rather than directly
(especially if it needs to get out of multiple nested contexts; it can be sent
at any time while the game is running and there is some server request pending
that the client could respond to). Obviously, it must return directly if
there is no game running.
Command arguments:
`enum nh_exit_types exit_type`: what sort of exit to perform
`EXIT_SAVE` = 0: detach from the game and drop the connection; the
save file remains intact
`EXIT_QUIT` = 1: delete the game's save file and enter the game over
sequence
`EXIT_PANIC` = 2: like `EXIT_SAVE`, but record that there was a
problem in the panic log
`EXIT_RESTART` = 3: like `EXIT_SAVE`, but the client will be told to
immediately reload the game (`CLIENT_RESTART`); clients use this to
change between play, watch and replay modes
Response arguments:
`boolean return`: true if the game exited (whether due to a save, to a
quit, or to the process being panicked), or if no game was running; false
if the user cancelled the exit; true is rarely going to be observable
except in error conditions or if no game is running.
get_commands
This command lists which commands exist and can be used in a `request_command`
response, and corresponds to the `nh_get_commands` API call in libnethack.
In addition to information about the commands, it also returns default
keybindings for them; clients can choose to respect or ignore these. This
means that minor changes to the game's commands can be made without needing to
alter clients.
This command can be used even when the game is not running; whether there is a
running game or not, it will return all commands that can be used by the user,
including debug mode commands. The client may want to hide debug mode commands
from non-debug-mode games.
Command arguments: none
Response arguments:
`struct nh_cmd_desc[] cmdlist`: a list of the commands that exist:
`string name`: the name of the command (`command` in
`request_command`);
`string desc`: a human-readable description of the command;
`unsigned flags`: information about the command, a bitmask of:
`CMD_ARG_DIR` = 1: the command can accept a direction argument;
`CMD_ARG_POS` = 2: the command can accept a position argument;
`CMD_ARG_OBJ` = 4: the command can accept an inventory object
argument;
`CMD_ARG_STR` = 8: the command can accept a string argument;
`CMD_ARG_SPELL` = 16: the command can accept a spell argument;
`CMD_ARG_LIMIT` = 32: the command can accept a numeric argument
that specifies a reduced maximum for things like multishot or item
stack size;
`CMD_EXT` = 1024: it is recommended that by default, this command
should be available as an extended command (via `#`);
`CMD_MOVE` = 2048: this is a movement command (and thus it is not
unreasonable to be able to keybind to individual direction
arguments to this command);
`CMD_HELP` = 4096: it is recommended that by default, this command
should be available via the help menu on `?`;
`CMD_NOTIME` = 8192: this command makes no changes to the
gamestate, and thus can be used while watching or replaying a
game;
`CMD_DEBUG` = 16384: this command is only available in debug mode;
`CMD_INTERNAL` = 32768: although commands with this flag set exist,
they are never returned from `nh_get_commands`.
`charcode def`: a default keybinding for this command (ASCII,
control-ASCII, meta-ASCII);
`charcode alt`: another, lower-priority, default keybinding for this
command
get_obj_commands
Requests a list of reasonable commands for use with a specified inventory
item. (TODO: This is missing a check on whether the game is running.) This
command is intended for use in response to an item being selected from the
inventory menu, itemactions-style; it will give more specific explanations of
what the commands do than `get_commands` does, because it is specialised to
one object.
Command arguments:
`charcode invlet`: The inventory letter of the item to get commands for.
Response arguments: the same as `get_commands`.
Note that unlike `get_commands`, which can recommend control- or meta-modified
keys for its keybindings, `get_obj_commands` favours capital and lowercase
letters only, so that its keybindings can easily be placed in a menu. This
means that the recommended keybindings may not be identical to those produced
via `get_commands`.
get_drawing_info
Requests information about what drawable entities exist in the game: most code
that communicates display information will return indexes into lists, and this
function returns those lists. It contains both API names, and default ASCII
representations (these need to be available to the server anyway so that it
can produce dumplogs, so it may as well communicate these to the client in
case it wants to use them). It is reasonable to call this even when the game
is not running. This command corresponds to the `nh_get_drawing_info` API
call in libnethack.
TODO: Sending an array and its length separately over JSON is always a bad
idea; what if they don't match? There's currently a `int num_*` for each
`struct nh_symdef[]` in the response arguments, but I removed the
documentation for them in preparation for fixing this rather major issue.
Command arguments: none
Response arguments:
`int feature_offset`:
`struct nh_symdef[] bgelements`: Backgrounds.
`struct nh_symdef[] effects`: Effects.
`struct nh_symdef[] explsyms`: Explosion shape/locations.
`struct nh_symdef[] expltypes`: Explosion appearances.
`struct nh_symdef[] invis`: Memory of invisible monsters.
`struct nh_symdef[] monsters`: Monsters.
`struct nh_symdef[] objects`: Items.
`struct nh_symdef[] swallowsyms`: The inside of an engulfing monster.
`struct nh_symdef[] traps`: Traps.
`struct nh_symdef[] warnings`: Warning symbols.
`struct nh_symdef[] zapsyms`: Zap shape/locations.
`struct nh_symdef[] zaptypes`: Zap appearances.
where `struct nh_symdef[]` is defined as follows (and sent as an array, with
its fields in this order):
`string name`: The API name of a drawable entity. Explosions and zaps
have two API names; one for the shape and location within the shape (the
`*syms` list), one for the appearance (the `*types` list). Other drawable
entities have just the one API name. Clients should feel free to hardcode
overrides for specific API names. (Note that an API name is not always
the same as a tile name; use the functions in tilesequence.c if you need
to convert, e.g. to discover a tile number for a given API name.)
`charcode character`: A recommended ASCII representation of this drawable
entity. Clients can use this as a fallback if they encounter an
unrecognised API name.
`colourcode colour`: A recommended color for this drawable entity.
When using the recommended ASCII representations, for explosions and zaps
(which have two API names), the character should be taken from the
shape/location field, and the color from the appearance field.
get_options
Currently under revision. TODO: When we decide what the API call actually
does, document it properly.
Command arguments:
`enum nh_option_list list`: what sort of options to list
(values, semantics under revision)
Response arguments:
`struct nh_option_desc[] options`:
`string name`: short name of the option
`string helptxt`: long desription of the option
`enum nh_opttype type`: what type of values the option takes:
`OPTTYPE_BOOL` = 0: booleans;
`OPTTYPE_INT` = 1: integers;
`OPTTYPE_ENUM` = 2: a fixed list of possibilities;
`OPTTYPE_STRING` = 3: strings;
`OPTTYPE_AUTOPICKUP_RULES` = 4: lists of autopickup rules
`union nh_optvalue value`: the value (or default value? under revision)
of the option
`union _ desc`: the legal values for the option:
`nil` for `OPTTYPE_BOOL`;
`struct {int min, int max}` for `OPTTYPE_INT`;
list of strings for `OPTTYPE_ENUM`;
an integer for strings (reflecting the maximum length);
list of strings for autopickup rules (TODO: figure out what format
these are in)
An autopickup rule has the following structure:
`enum autopickup action`: what action to take upon encountering this item:
`AP_GRAB` = 0: pick it up regardless of `pickup_types`;
`AP_LEAVE` = 1: leave it on the ground regardless of `pickup_types`.
`enum nh_bucstatus buc`: a filter against beatitude:
`B_UNKNOWN` = 0: match only items with unknown beatitude;
`B_BLESSED` = 1: match only blessed items;
`B_UNCURSED` = 2: match only non-blessed non-cursed items;
`B_CURSED` = 3: match only cursed items;
`B_DONT_CARE` = 4: do not filter items based on beatitude
`int oclass`: an object class of items to match
`string pattern`: a regular expression that matches items
set_option
Changes a (non-interface) option on the server. This corresponds to the
`nh_set_option` API call in libnethack. TODO: This command should only be
runnable if a followup to `request_command` is legal, except possibly for
setting birth options; this needs more thought.
Command arguments:
`boolean isstr`: if true, allows sending the option value as a string
regardless of the option's actual type (the server will parse it into an
appropriate value for the option); if false, the client has already parsed
the option
`string name`: the name of the option to set
`union nh_optvalue value`: the value for the option, in a format depending
on the option's type and whether `isstr` is set (a string, integer, or
list of autopickup rules).
Response arguments:
`struct nh_option_desc option`: TODO: work out if we need this and what
its semantics are
`int return`: an integer treated as a boolean; nonzero if the option value
given was reasonable, zero if it was unreasonable (and thus the server did
not try to set it)
get_roles
Requests information on what roles, races, genders, and alignments exist in
the game, and what combinations of them are legal. This command corresponds to
the `nh_get_roles` API call in libnethack.
TODO: This API is inherently prone to buffer length mismatches. There should
not be separate `num_` fields.
Command arguments: none
Response arguments:
`string[] alignnames`: the list of alignments that exist
`string[] gendnames`: the list of genders that exist
`string[] racenames`: the list of races that exist
`string[] rolenames_f`: the list of roles that exist, using female names
such as "Cavewoman" (TODO: if a role has no separate female name, are
these a copy of the male name, or NULL?)
`string[] rolenames_m`: the list of roles that exit, using male names such
as "Caveman"
`int[] matrix`: Information on which combinations of role, race, gender,
and alignment are legal; each possible combination (legal or illegal) has
an entry in the list, at an index that can be calculated via the macro
`nh_cm_idx()`
`int num_aligns`: length of `alignnames`
`int num_genders`: length of `gendnames`
`int num_races`: length of `racenames`
`int num_roles`: length of `rolenames_[f,m]`
get_topten
Requests entries from the high score table.
Command arguments:
`int around`: if there has been at least one game previously on this
connection (even if it was re-established), and the most recent such game
has since reached game over (death/quit/escape/ascension), and `player`
was playing, list this many games near that game on the high score table;
otherwise this value is ignored
`boolean own`: whether to list all games of the given `player` name or not
`string player`: the player name for `own` and `around`; a null string
will automatically pick the appropriate player for the most recent game
for use with `around`
`int top`: list this many games at the top of the table
Response arguments:
`string msg`: an appropriate heading for the high score table; if `around`
matches, this will talk about the most recent game (e.g. telling the
player what position on the list they are, or explaining that wizard mode
games are not eligible for the high score table); otherwise, this will be
an error message (if any), or else the null string
`struct nh_topten_entry[] toplist`: the requested high score table
`int birthdate`: seconds since the epoch that the game started (TODO:
Y2038 issue!)
`string death`: the reason that the player died
`int deathdate`: seconds since the epoch that the game ended
`int deaths`: the number of times the player lifesaved, plus one if they
eventually died permanently
`int end_how`: an internal code for the basic cause of death (drowning,
starving, etc.); this is currently not in any publicly accessible header
(TODO: which is probably a mistake), but is in libnethack's hack.h
`string entrytxt`: a formatted representation of this high score entry
that can be output directly in a fixed-width font
`boolean highlight`: true if this entry is the one that `around` is
measuring around
`int hp`: the character's current hitpoints at death
`int maxhp`: the character's maximum hitpoints at death
`int maxlvl`: the deepest dungeon level the character reached
`int moves`: the number of turns the charater spent
`string name`: the name of the character
`string plalign`: the character's alignment
`string plgend`: the character's gender
`string plrace`: the character's race
`string plrole`: the character's role
`int points`: the number of points the game scored
`int rank`: the position of this game within the high score table (1 for
first place, 2 for second place, etc.); can be 0 or negative for games
that are disqualified from the high score table (due to, for instance,
playing in debug mode)
`int ver_major`: the major version number of the engine this game was
played on
`int ver_minor`: the minor version number of the engine this game was
played on
`int patchlevel`: the patchlevel version number of the engine this game
was played on
list_games
Lists current and/or completed games on the server.
TODO: what format are plgend, etc., in? Abbreviation? Full name?
Command arguments:
`boolean completed`: list only completed games if true, only current games
if false
`int limit`: the maximum number of games to list
`boolean show_all`: if true, list games for which user who authenticated
this connection has read but not write access; if false, only list games
to which the user has write access
Response arguments:
`struct nhnet_game[] games`: the information about the games selected by
the arguments:
`int gameid`: a value that can be given to `play_game` to connect to
this game
`enum nh_game_modes playmode`: any special rules that might apply to
this game:
`MODE_NORMAL` = 0: there is nothing special about this game;
`MODE_EXPLORE` = 1: this game is in non-scoring discovery mode;
`MODE_WIZARD` = 2: this game is in debug mode.
`string plname`: the name of this game's player
`string game_status`: a textual description of the current state of
the game (death reason for a completed game, location of the character
in the dungeon for an incomplete game)
`string plalign`: the alignment of this game's character
`string plgend`: the gender of this game's character
`string plrace`: the race of this game's character
`string plrole`: the role of this game's character
`enum nh_log_status status`: the status of this game's save file:
`LS_SAVED` = 0: an ordinary save file, nobody playing/replaying
`LS_DONE` = 1: game over: quit, died, ascended, etc.
`LS_IN_PROGRESS` = 2: someone is playing/watching/replaying this
game
`LS_INVALID` = -1: something is badly wrong with the save file
`LS_CRASHED` = -2: the save file needs manual recovery
create_game
Creates a new save file, that can subsequently be opened with `play_game` in
order to start a new game. This mostly corresponds to the `nh_create_game`
API call in libnethack (although it has a slightly different calling
convention).
Command arguments:
`struct nh_option_desc[] options`: the options this game should initially
be created with (including game mode, character, and character name); any
options omitted wil be filled in with defaults
Response arguments:
`int gameid`: The game ID, for use with future `play_game` calls; if this
is -1, the game creation failed
play_game
Attaches to a game, causing that game to be loaded if it isn't already. If
the game allows read access for the user the connection is authenticated as,
and the game is not completed, the user will be able to play, watch, and/or
replay the game. Otherwise, the user will only be able to watch and replay
the game. The `play_game` call does not respond until the gameplay is over
(or immediately, if an error happens); rather, the server will respond with a
number of followup commands to handle the user interaction side of the
gameplay itself.
This corresponds to the `nh_play_game` API call in libnethack.
Note that a `play_game` response may happen at any time after a unresponded
`play_game` command, even if there are unresponded requests in the meantime.
(This corresponds to a `longjmp` back to `nh_play_game` in the libnethack
API.) The unresponded requests simply vanish, and the client should act as
though they never happened (removing menus that they opened from the screen,
forgetting messages, etc.). This can happen in a few different situations:
If the client requests a save or quit (via `exit_game`), perhaps while a
prompt is open;
If something goes wrong and the server needs to rewind the save file
mid-turn;
During network play, if the network connection breaks or times out on the
server, the client API code simulates this to transparently reconnect the
connection, even though it isn't actually sent over the network.
Command arguments:
`int gameid`: A value returned from `list_games` or `create_game`
representing a game to attach to
`enum followmode followmode`: How to load the game:
`FM_PLAY` = 0: play the game
`FM_WATCH` = 1: watch a game (like playing, but read-only)
`FM_REPLAY` = 2: replay the game from the start (also read-only)
(`FM_RECOVERQUIT` = 3: go through the game over sequence of a completed
game again (leaving bones, xlogfile entries, etc.); this is disallowed
in network play for security reasons, but exists in the local API)
Response arguments:
`enum nh_play_status return`: what happen in the attempt to restore the game:
`GAME_DETACHED` = 0: the game was restored successfully; eventually,
the client requested to stop playing, and the game still exists
`GAME_OVER` = 1: the game was restored successfully; eventually, the
game ended through the death of the character or some similarly
permanent means; this return value is only sent to one process (the
one that sent the input causing the game to end)
`GAME_ALREADY_OVER` = 2: the game was restored successfully, but
either it had already ended (and thus was loaded in replay mode), or
else it ended while attached but some other process sent the input
that caused the game to end
`RESTART_PLAY` = 3: something happened that forced the server to jump
back to `play_game`; the client should in most cases immediately call
`play_game` with the same argument
`CLIENT_RESTART` = 4: ditto, but on the request of the client, which
can react to it how it likes
`REPLAY_FINISHED` = 5: the game is still going, but cannot continue in
replay mode because the end was reached; a client can reconnect in
play or watch mode if it likes
`ERR_BAD_ARGS` = 6: the game did not start because the given game ID
does not exist
`ERR_BAD_FILE` = 7: the game did not start because the given game ID
corresponds to a file on disk that cannot be read
`ERR_IN_PROGRESS` = 8: it is impossible to attach to the game due to
locking issues; on POSIXy OSes, this should only happen if the file is
being recovered manually, but on some OSes this may happen if anyone
else is currently playing the game
`ERR_RESTORE_FAILED` = 9: the game is completely corrupted and needs
manual recovery
`ERR_RECOVER_REFUSED` = 10: the game is partially corrupted, and the
user chose not to rewind it when prompted about whether to rewind it
(`ERR_NETWORK_ERROR` = 11: never sent over the network, but the
client library simulates this return value if it has to detach the
game due to network issues and cannot subsequently re-attach it, thus
clients using the client library may see it)
set_email
Change the email address associated with the authenticated user. (This
address is not used by the game, but is available to server admins in case
they need to verify a user's identity, e.g. for a password reset request.)
Command arguments:
`string email`: the new email address
Response arguments:
`boolean return`: true if the email address change succeeded
set_password
Change the password associated with the authenticated user. The same password
will be required by future `auth` requests.
Command arguments:
`string password`: the new password (sent in plaintext, unless the
connection is encrypted some other way)
Response arguments:
`boolean return`: true if the password change succeeded
shutdown
Exits the server process responsible for dealing with this client process and
closes the connection. (If there is an active game, the server will attempt
to save it before exiting).
Command arguments: none
Response arguments:
`int return`: Always 1.
Server requests
These requests are sent by the server, expecting a response from the client.
Normally they will only be sent as followups to a response from the client;
the only exceptions are `server_error` and `server_cancel`, which can be sent
at any time (except to interrupt the request half of a server request or
response half of a server response, in which case they will be delayed until
the server is done sending its current request/response).
server_cancel
Sending an `nh_play_game` response can be used by the server to retroactively
wipe out the state of a connection, e.g. to handle save file recovery, or a
mid-turn save. However, sometimes the server only wants to countermand one
request; the typical example is when watching a game which opened a menu, and
then the player being watched makes a selection from the menu (in which case
the server needs to, effectively, undo the opening of the menu).
In this case, the server will send a `server_cancel` request. The client
should treat any response-requiring server request it is currently processing,
or the next such request if it is not currently processing such a request, as
being cancelled by the server, and should thus give the appropriate
"cancelled by server" response to that request.
In the local API (rather than the network API), in which `libnethack` links
directly against an interface, the `server_cancel` request can be sent at
absolutely any time at all; this includes such inconvenient times as "in the
middle of allocating memory", or "in the middle of another request"; this is
"async-signal" timing. Doing this over the network would be impossible to
parse (the closest equivalent would be TCP urgent data, which can interrupt an
existing data stream in such a way that both can be distinguishd, but is
limited to one byte and thus hard to fit JSON in). Instead, the network API
will delay making a `server_cancel` request until it has finished sending any
current request, if possible. Clients nonetheless need to make arrangements
to handle this request in the middle of accepting input from the user (which
is its entire purpose); for instance, if blocking on the keyboard because
their interface wants a keypress in order to handle whatever input request is
being made at the time, they will need to block on a network socket at the
same time in order to be able to handle a possible cancel.
Be aware of possible race conditions: if the client finishes processing a
request just as the server tries to cancel it, then the server will end up
accidentally cancelling its next request instead. This is why "client
cancelled" and "server cancelled" responses look different: so if the server
spuriously cancels a request, it can just send the request again, rather than
interpreting the client as having cancelled the request intentionally.
No response to the `server_cancel` call should be sent; the server has no use
for it, and is not equipped for arbitrarily inconveniently timed responses.
Request arguments: none
Response arguments: no response
request_command
This request is sent by the server when the player's character is able to send
a new command. The client should respond with a game command, possibly
following up with network API command in order to help decide which command to
respond with.
Request arguments:
`boolean debug`: whether debug-mode commands are a reasonable response to
the prompt
`boolean completed`: false if the client is in the middle of a multi-turn
command (whether it was interrupted by a monster or the like, or whether
the server's just giving the client the chance to interrupt); true if the
previous command completed or there was no previous command
`boolean interrupted`: true if the character is aware of danger that might
cause a player to want to abort their current action (or not repeat a
repeated action); this is independent of `completed`
Response arguments:
`string command`: what the player wants to tell their character to do;
this should be a string returned by `get_commands`, or else one of the
following internal-use commands:
`"welcome"`: Display the "Welcome [back] to NetHack!" message; this
should be sent spontaneously by the client as the first command if the
game was restored due to player action (rather than due to a network
timeout or the like), rather than in response to user input
`"repeat"`: Continue a multiple-turn command, or repeat the last
command in other circumstances; clients will typically want to send
this without further user interaction if `completed` and `interrupted`
are both false, but may allow the user to override this if they wish
`"servercancel"`: Sent as a response if the server cancelled the API
call using a `server_cancel` call
`struct nh_cmd_arg arg`: a set of arguments to the command (any subset of
the arguments that `nh_get_command` specified were acceptable)
`enum nh_direction d`: [optional] a direction argument
`DIR_W` = 0: west (`h`, `4`)
`DIR_NW` = 1: northwest (`y`, `7`)
`DIR_N` = 2: north (`k`, `8`)
`DIR_NE` = 3: northeast (`u`, `9`)
`DIR_E` = 4: east (`l`, `6`)
`DIR_SE` = 5: southeast (`n`, `3`)
`DIR_S` = 6: south (`j`, `2`)
`DIR_SW` = 7: southwest (`b`, `1`)
`DIR_UP` = 8: up (`<`)
`DIR_DOWN` = 9: down (`>`)
`DIR_SELF` = 10: at self (`.` or `s`)
`charcode invlet`: [optional] an inventory letter
`coordinate x`: [optional] an x coordinate
`coordinate y`: [optional] a y coordinate
`string str`: [optional] a string
`charcode spelllet`: [optional] a spell letter
`int limit`: [optional] the amount to limit the command to
display_menu
Requests the client to display a menu to the user (either simply for display,
or to allow them to make a selection), until the user makes a selection or the
server cancels the request using a `play_game` response.
Request arguments:
`enum nh_pick_type how`: a specification of how many items the user can
choose from the menu:
`PICK_NONE` = 0: the user cannot select items, the menu is purely used
to present information to the user;
`PICK_ONE` = 1: the user can pick one item from the menu;
`PICK_ANY` = 2: the user can pick zero or more items from the menu
`struct nh_menuitem[] items`: the menu items:
`charcode accel`: a recommended accelerator for this menu entry
`string caption`: the text of the menu entry
`charcode group_accel`: a secondary recommended accelerator (which may
apply to more than one entry; if it does, a `PICK_ANY` menu should
toggle all entries with the `group_accel` if the user presses it)
`int id`: a value to return in the `display_menu` response; if `id`
and `accel` are both 0, then the item is unselectable
`enum nh_menuitem_role role`: what sort of entry this is:
`MI_TEXT`: a line of text that is logically grouped together even
if it runs across multiple menu entries;
`MI_NORMAL`: a normal menu item;
`MI_HEADING`: a heading
`boolean selected`: whether this menu item should be selected by
default (in a `PICK_ANY` menu, where choosing an item does not close
the menu, choosing an item should toggle its selection state)
`enum placement_hint plhint`: a suggestion for a sensibleplcae on the
screen to place this menu, and styling for the menu (TODO: many of these
are unimplemented in nhcurses):
`PLHINT_ANYWHERE` = 0: no suggested location;
`PLHINT_LEFT` = 1: towards the left side of the screen;
`PLHINT_RIGHT` = 2: towards the right side of the screen;
`PLHINT_URGENT` = 3: appropriate styling for an important message;
`PLHINT_INFO` = 4: appropriate styling for an informational message;
`PLHINT_ONELINER` = 5: in the message area;
`PLHINT_CONTAINER` = 6: an appropriate location for container
contents;
`PLHINT_INVENTORY` = 7: over the inventory area (if any)
`string title`: the title of the menu
Response arguments:
`int[] results`: a list of the `id` of all selected items after the menu
was closed; this should be empty for `PICK_NONE` or if the menu was
cancelled via server or client, empty or a single element for `PICK_ONE`,
and any subset of elements for `PICK_ANY`,
`enum nh_client_response howclosed`: an explanation of how the menu was
closed:
`NHCR_ACCEPTED` = 0: pressing Return (or similar), scrolling off the
end, or (for `PICK_ONE`) selecting an item;
`NHCR_CLIENT_CANCEL` = 1: pressing Escape (or similar)
`NHCR_SERVER_CANCEL` = 5: by a `server_cancel` request
display_objects
A variant of `display_menu` specialised for inventory menus. It provides extra
information and allows the user to specify partial stacks of items in addition
to full stacks.
Request arguments: same as `display_menu`, except for `items`:
`struct nh_objitem[] items`: the menu items (sent as an array, not an
object, with elements in the order shown here):
`string caption`: as in `display_menu`
`int id`: as in `display_menu`
`enum nh_menuitem_role role`: as in `display_menu`
`int count`: the number of objects in the stack
`int otype`: the obfuscated object type; I think this is an index into
the `objects[]` returned from `get_drawing_info`, but I'm not sure
`int oclass`: the object class (are these listed anywhere public?)
`int weight`: the object's weight, negative numbers means unknown
`enum nh_bucstatus buc`: the object's beatitude:
`B_UNKNOWN` = 0: unknown beatitude;
`B_BLESSED` = 1: blessed;
`B_UNCURSED` = 2: neither blessed nor cursed;
`B_CURSED` = 3: cursed
`charcode accel`: as in `display_menu`
`charcode group_accel`: as in `display_menu`
`boolean worn`: true if the object is equipped
Response arguments:
`struct nh_objresult[] pick_list`: a list of all selected items after the
menu ws closed, as with `display_menu`, but with more information:
`int id`: the `id` specified for this item in the request
`int count`: the size of a partial stack specified for this item, or
-1 to select the entire stack; should be -1, or between 1 and the stack
size minus 1
`enum nh_client_response howclosed`: as in `display_menu`
getdir
Requests a direction from the user (can be cancelled by the user, or the
server via a `play_game` response).
Request arguments:
`string query`: a message to print along with the direction request (the
generic message is along the lines of "In which direction?", but the
message is often more specific, similar to "Zap your wand in which
direction?").
`boolean restricted`: if true, the client should act as though diagonal
directions do not exist for the purpose of its help text (applies when the
player is polymorphed into a grid bug)
Response arguments:
`enum nh_direction return`: The selected direction:
`DIR_W` = 0: west (`h`, `4`)
`DIR_NW` = 1: northwest (`y`, `7`)
`DIR_N` = 2: north (`k`, `8`)
`DIR_NE` = 3: northeast (`u`, `9`)
`DIR_E` = 4: east (`l`, `6`)
`DIR_SE` = 5: southeast (`n`, `3`)
`DIR_S` = 6: south (`j`, `2`)
`DIR_SW` = 7: southwest (`b`, `1`)
`DIR_UP` = 8: up (`<`)
`DIR_DOWN` = 9: down (`>`)
`DIR_SELF` = 10: at self (`.` or `s`)
`DIR_NONE` = -1: the user cancelled the prompt
`DIR_SERVERCANCEL` = -2: the server cancelled the prompt
getline
Requests a line of input from the user (can be cancelled by the user, or the
server via a `play_game` response).
Request arguments:
`string query`: The prompt to display along with the request for a line.
Response arguments:
`string line`: The line of input from the user. Is the null string if the
null string was entered, a single ESC character (hex 1B) if the user
cancelled the prompt, a single ASCII 28 character (hex 1C) if the server
cancelled the prompt, or otherwise the user's input.
getpos
Requests a map location from the user (can be cancelled by the user, or the
server via a `play_game` response).
Request arguments:
`boolean force`: if true, the client should make it difficult for the user
to cancel the prompt (TODO: the idea behind thies option is bad)
`string goal`: a description of what the user is supposd to select
`coordinate x`: the x coordinate to originally place the cursor at
`coordinate y`: the y coordinate to originally place the cursor at
Response arguments:
`enum nh_client_response return`: information on how the prompt was closed:
`NHCR_ACCEPTED` = 0: the user accepted the location using the most
ordinary input (usually `.`);
`NHCR_CLIENT_CANCEL` = 1: the user cancelled the location prompt
(e.g. via ESC);
`NHCR_CONTINUE` = 2: the user accepted the location, requesting to
continue choosing locations (normally accomplished via `,`);
`NHCR_MOREINFO` = 3: the user accepted the location, requesting more
information about it (normally accomplished via `:`);
`NHCR_MOREINFO_CONTINUE` = 4: a combination of the two previous cases
(normally accomplished via `;`);
`NHCR_SERVER_CANCEL` = 5: the server cancelled the prompt.
`coordinate x`: the x coordinate chosen by the user
`coordinate y`: the y coordinate chosen by the user
query_key
Inputs one ASCII code from the user, potentially with a repeat count
beforehand. This is used for inventory queries, and in a few other cases. As
always, can be cancelled by the user or the server.
Request arguments:
`boolean allow_count`: whether to allow a repeat count
`enum nh_query_key_flags flags`: information about the reason for the
query:
`NQKF_INVENTORY_ITEM` = 0: an item from inventory
`NQKF_INVENTORY_ITEM_NULLABLE` = 1: an item from inventory or "-" to
mean bare hands, no item, etc.
`NQKF_INVENTORY_OR_FLOOR` = 2: an item from inventory or "," to mean an
item on the floor
`NQKF_SYMBOL` = 3: an object or monster symbol
`NQKF_LETTER_REASSIGNMENT` = 4: a new inventory or spell letter
`string query`: what prompt to display to the user
Response arguments:
`int count`: the repeat count, -1 if none was given; this is supplied
even if `allow_count` is false, but is always -1 in that case and should
be ignored
`charcode return`: the key the user pressed; this is ESC if cancelled by
the user, ASCII 28 if cancelled by the server
yn
Requests the user to choose from a short list of choices represented by ASCII
characters. As always, can be cancelled by the user or the server.
Request arguments:
`string query`: the prompt to print to the user
`string set`: a list of appropriate responses; if ESC is included in the
list, it does not mean that ESC is an appropriate response, but rather, it
means that all responses after the ESC should be hidden from the user
`charcode def`: the default value to return in the case of a user cancel
(this will be shown to the user in many interfaces)
Response arguments:
`charcode return`: the choice the user chose; this is `def` if cancelled
by the user, ASCII 28 if cancelled by the server
load_progress
Sent by the server periodically during time-consuming background operations in
order to prevent the connection dropping. This will never have a display list
attached.
Request arguments:
`int progress`: a number from 0 to 10000, proportional to the estimated
length of the background operation
Response arguments: no response is sent for this message
server_error
Called by the server if something goes unrecoverably wrong. The server closes
the connection immediately after sending this, so sending a response is futile
and not particularly useful. (For the same sort of message directed in the
opposite direction, see `exit_game`.)
Request arguments:
`boolean error`: true if the error is caused by something that the client
did, false if the error is internal to the server
`string message`: a description of what went wrong, which can be displayed
to the user
No response.
Display elements
Any message sent by the server, whether as a request or a response, might have
a `display` element attached, which specifies updates to the map. The
exceptions are `auth`, `register`, and `cancel_server_request`, which never
carry map data. The `display` element is an array of elements to draw; each
element can be one of the below types.
delay_output
Specifies that the client should wait for a short time at this point before
doing any further rendering.
Arguments: `nil`.
display_buffer
Specifies that the client should display text to the user. (The text may be
quite long, and should be word-wrapped and tab-expanded.)
Arguments: an object:
`string buf`: the text to display
`boolean trymove`: appears to be unused
level_changed
Specifies that the client should change its level display mode.
TODO: make this an enum.
Arguments: an integer:
`LDM_DEFAULT` = 0: normal display;
`LDM_HELL` = 1: display appropriate for Gehennom;
`LDM_QUEST` = 2: display appropriate for the Quest;
`LDM_MINES` = 3: display appropriate for the Mines;
`LDM_SOKOBAN` = 4: display appropriate for Sokoban;
`LDM_ROGUE` = 5: display appropriate for the Rogue level;
`LDM_KNOX` = 6: display appropriate for Fort Ludios
list_items
Specifies a list of items in inventory or on the floor.
TODO: The API of this is vulnerable to length mismatches.
Arguments: an object:
`int icount`: length of `items`
`boolean invent`: true means that this list is the player's inventory;
false means that this list is the list of items on the ground
`struct nh_objitem[] items`: the list of items about which the client is
being informed
outrip
Shows an appropriate message to reflect character death (and similar
game-over situations like ascension).
TODO: The API of this is vulnerable to length mismatches.
Arguments: an object:
`int gold`: amount of gold upon death
`int how`: as `end_how` in `get_topten`
`int icount`: length of `items`
`struct nh_menuitem[] items`: list of messages to print; only the
`caption` field is used. TODO: There has to be a better API for this!
`string killbuf`: the cause of the game over
`string name`: the name of the character whose game ended
`boolean tombstone`: true to request the drawing of a tombstone graphic;
false presents the information entirely as text
`int year`: a year to draw on the tombstone
pause
Wait for user input in order to give the user a chance to read messages or
look at the map.
TODO: This has a pretty weird interaction with server cancel requests. It
should probably be made a server request, not a display element.
Arguments: an `enum nh_pause_reason`:
`P_MESSAGE` = 0: give the user a chance to read the message area
`P_MAP` = 1: give the user a chance to look at the map
print_message
Print a message in the message area.
TODO: This API is badly designed and has caused several bugs.
Arguments: an object:
`string msg`: the message to print
`int turn`: the turn on which the message was sent
print_message_nonblocking
Print a message in the message area. This message is not important enough to
ensure that the user sees it, and the client should aim to prevent this
forcing a --More-- or similar.
Arguments: as print_message
raw_print
Display a message to the user, attempting to bypass the standard rendering and
just displaying the message directly on a console, perhaps after the program
exits. (This is typically used to make a record of error messages.)
Arguments: a string, the message to print
update_screen
Change what is displayed at a particular map location.
Arguments: an object:
`mapdelta dbuf`: the map delta, in compressed form (see below)
`coordinate ux`: the character's x location
`coordinate uy`: the character's y location
A map delta can be an integer 0 if nothing at all has changed. Otherwise it
is a list of column deltas. A column delta of 0 means that column is empty,
and 1 means it is unchanged since last time. Otherwise a column delta is a
list of cell deltas. Again, 0 means empty, 1 means unchanged. Otherwise the
cell delta is an `int[10]`, mostly of indexes into the arrays returned by
`get_drawing_info`:
[0] encoded effect number: the encoding is quite complex, see `draw_map`
in `libnethack/src/map.c` for an example on how to decode it; it
eventually decodes into offsets into `effects`, `zapsyms`, `zaptypes`,
`swallowsyms`, `explsyms`, and/or `expltypes`
[1] index into `bgelements`
[2] index into `traps`
[3] index into `objects`
[4] index into `monsters`, representing the monster associated with an
object (e.g. "lichen" for "lichen corpse")
[5] index into `monsters`, representing a monster on that square
[6] a bitmask that represents details of a monster on the square:
`MON_TAME` = 1: the monster is tame
`MON_RIDDEN` = 2: this monster has the player riding it
`MON_DETECTED` = 4: this monster is seen via monster detection
`MON_WARNING` = 8: this is a warning symbol, not a monster
`MON_PEACEFUL` = 16: the monster is peaceful
[7] a bitmask that represents any branding of the square:
`NH_BRANDING_STEPPED` = 1: the player has stepped on the square
`NH_BRANDING_LOCKED` = 2: the player knows this door is locked
`NH_BRANDING_UNLOCKED` = 4: the player knows this door is unlocked
`NH_BRANDING_TRAPPED` = 8: the player knows this square is trapped
`NH_BRANDING_UNTRAPPED` = 16: the player knows this door is untrapped
[8] index into `invis`
[9] a boolean, not an int; true if the character can see this square
Indexes have 1 added to them, so that 0 can represent the lack of the
appropriate sort of drawable entity on the square.
update_status
Updates the character's status information.
Arguments: an object:
`int ac`: the character's AC (10 = unarmored, lower is better)
`int align`: the character's alignment (TODO: what format?)
`boolean can_enhance`: true if the #enhance command is usable
`int ch`: the character's Charisma stat
`int co`: the character's Constitution stat
`charcode coinsym`: the character to use to represent money
`int cur_monnum`: the species the character is polymorphed into (an index
into `monsters` returned from `get_drawing_info`)
`int dx`: the character's Dexterity stat
`int en`: the character's current Pw
`int enmax`: the character's maximum Pw
`int gold`: the character's gold in open inventory
`int hp`: the character's current HP
`int hpmax`: the character's maximum HP
`int in`: the character's Intelligence stat
`int level`: the character's experience level
`string level_desc`: a textual description of the character's current
dungeon level
`int max_rank_sz`: the maximum possible width of a character's
professional title, given their role, even if they change gender or level
`int monnum`: the species that the character is naturally (an index
into `monsters` returned from `get_drawing_info`)
`int moves`: the number of turns this game has lasted (1 for the first
turn)
`int plname`: the character's name
`string rank`: the character's professional title
`string racename`: the character's unpolymorphed race (`human`, `dwarf`,
etc.)
`string gender`: the character's unpolymorphed gender (`male`, `female`,
`neuter`); this is affected by permanent gender changes, but not by
polymorphing into a male/female-only monster
`string rolename`: the character's current role (`Archaeologist`, etc.)
`int score`: the character's current score
`int st`: the integer part of the character's Strength stat
`int st_extra`: the fractional part of the character's Strength stat
`string[] statusitems`: a list of status lights currently affecting the
character
`int wi`: the character's Wisdom stat
`int x`: the character's x coordinate
`int xp`: the character's total number of gained experience points (minus
any lost to level drain)
`int y`: the character's y coordinate
`int z`: the character's z coordinate |
# Writing
You can write with a magic marker on a scroll of blank paper or a spellbook of blank paper, or you can engrave on the floor.
This is a disambiguation page: a list of articles associated with the same title.
This page may need to be updated for the current version of NetHack.
It may contain text specific to NetHack 3.4.3. Information on this page may be out of date.
Editors: After reviewing this page and making necessary edits, please change the {{nethack-343}} tag to the current version's tag or {{noversion}} as appropriate. |
# Sphere
e flaming sphere
Difficulty
8
Attacks
Explode 4d6 fire
e flaming sphere
Difficulty
8
Attacks
Explode 4d6 fire
Base level
6
Base experience
91
Speed
13
Base AC
4
Base MR
0
Alignment
0 (neutral)
Frequency (by normal means)
2 (Quite rare)
Genocidable
Yes
Weight
10
Nutritional value
10
Size
Small
Resistances
fire
Resistances conveyed
None
A flaming sphere:
can fly.
does not breathe.
has no limbs.
has no head.
is mindless.
does not eat. (*)
is neither male nor female.
is normally generated hostile.
can be seen through infravision.
never leaves a corpse.
gives out light.
Reference
monst.c#line318
e freezing sphere
Difficulty
8
Attacks
Explode 4d6 cold
e freezing sphere
Difficulty
8
Attacks
Explode 4d6 cold
Base level
6
Base experience
91
Speed
13
Base AC
4
Base MR
0
Alignment
0 (neutral)
Frequency (by normal means)
2 (Quite rare)
Genocidable
Yes
Weight
10
Nutritional value
10
Size
Small
Resistances
cold
Resistances conveyed
None
A freezing sphere:
can fly.
does not breathe.
has no limbs.
has no head.
is mindless.
does not eat. (*)
is neither male nor female.
is normally generated hostile.
can be seen through infravision.
does not appear in Gehennom.
never leaves a corpse.
Reference
monst.c#line310
e shocking sphere
Difficulty
8
Attacks
Explode 4d6 shock
e shocking sphere
Difficulty
8
Attacks
Explode 4d6 shock
Base level
6
Base experience
91
Speed
13
Base AC
4
Base MR
0
Alignment
0 (neutral)
Frequency (by normal means)
2 (Quite rare)
Genocidable
Yes
Weight
10
Nutritional value
10
Size
Small
Resistances
shock
Resistances conveyed
None
A shocking sphere:
can fly.
does not breathe.
has no limbs.
has no head.
is mindless.
does not eat. (*)
is neither male nor female.
is normally generated hostile.
can be seen through infravision.
never leaves a corpse.
gives out light.
Reference
monst.c#line325
Spheres, e, are a class of monster in NetHack. This class is made up of monsters that act like "living mines", with the ability to self-destruct and cause damage.
Monsters in this class:
e flaming sphere
e freezing sphere
e shocking sphere
e gas spore
e Floating eyes are represented by the same character as spheres, but their behavior is significantly different. Floating eyes do not self-destruct.
y Black lights and y yellow lights are not spheres, but they self-destruct in a similar manner.
Contents
1 Characteristics
2 Body parts
3 History
4 SLASH'EM
5 Encyclopedia entry
6 References
Characteristics
Dextrous players can sometimes dodge the explosions partially or completely, while players with the correct resistance might not be harmed by the blast.
Flaming, freezing, and shocking spheres will actively seek you out and explode when next to you. If you manage to kill them before they can do this, they will not explode and items in your inventory are not damaged. The explosion does not affect other nearby creatures.
Gas spores (e) are different in that they will never attack you and explode only if killed. However, gas spores explosions cover 3-by-3 square, thus even if a character survives the blast, other monsters might be killed.
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.
Spheres now create actual explosions with their attacks. These affect a 3×3 area around their target, and can hit other monsters. Notably, they can now also destroy carried and dropped items within the blast. Previous to this commit, resistances would not protect inventory items with one exception: a ring of shock resistance would protect itself, but nothing else. (From observation, this increased the likelihood of players genociding at least shocking spheres, likely mainly due to the item damage threat.) Now, resistances from worn or wielded items have a 99% chance of protecting your inventory, and thanks to this commit wearing non-metallic gloves will protect worn rings. If you polymorph into a sphere and explode, the explosion will not affect your own inventory.
Body parts
Sphere also refers to the grouping of body parts for the forms of bulbous entities. It affects the messages referring to the appropriate body parts as follows:[1]
Bodypart[2]
Description
Arm
Appendage
Eye
Optic nerve (cornea for floating eyes)
Face
Body
Finger
Tentacle
Fingertip
Tentacle tip
Foot
Lower appendage
Hand
Tentacle
Handed
Tentacled
Head
Body
Leg
Lower tentacle
Light Headed
Rotational
Neck
Equator
Spine
Body
Toe
Lower tentacle tip
Hair
Cilia
Blood
Life force
Lung
Retina
Nose
Olfactory nerve
Stomach
Interior
From these descriptions, spheres are almost perfectly round (references to geometric properties of spheres) but have long tentacles as "limbs", small cilia as hair and rather than internal organs, they refer to retina and nerves alone. Strange creatures indeed.
History
NetHack 3.4.3 was subject to bug C343-138 which allowed some spheres to pick up objects, but prevented others from doing so.
SLASH'EM
In SLASH'EM, tame flame and freezing spheres can be summoned by spells of flame sphere and freeze sphere respectively. A monster attacked by one of your spheres is treated as if you had attacked it directly: peaceful monsters are angered, XP is awarded to you for a kill, etc. They are, of course, useless if the opposing monsters resist fire or cold. Too much use can also cause swift extinction of the species.
Encyclopedia entry
The attack by those who want to die -- this is the attack against which you cannot prepare a perfect defense.
--Human aphorism
[ The Dosadi Experiment, by Frank Herbert ]
References
↑ polyself.c in NetHack 3.4.3, line 1177
↑ hack.h in NetHack 3.4.3, line 226
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. |
# DNHslex
DNHslex, also called dNetHack SLEX, is a fork of dNetHack created by AmyBSOD. It is playable on the em.slashem.me server, and a Windows binary is available here.
Contents
1 Changes from dNetHack
2 Playing online
3 Ascensions
4 DNHslex in Junethack
4.1 Xlog Trophies
4.2 Games Played Trophies
Changes from dNetHack
The game does no longer become unwinnable if the player angers the quest leader, and the downstair on the first quest level is always open. It is therefore possible to ignore the quest leader entirely and go on the quest with negative alignment, at character level 1, and even after permaconversion.
Killing a human that isn't always peaceful but also not always hostile will no longer count as murder.
If the player is overkilled, the bottom status line now displays negative HP values to reflect the amount by which the player was overkilled.
Advancing a skill always costs only one skill point, thereby increasing the total amount of skills the player can advance before running out.
Added monsters from other NetHack variants including NetHack Fourk, UnNetHack, and SLASH'EM, as well as shoe monsters from Slash'EM Extended.
Version incompatibility now prompts the player to choose whether the old, incompatible savegame can be deleted.
The elder priest is much stronger than before, but also takes extra damage when being kicked with high heels.
Many base items that were impossible to randomly generate now can.
Many monster types that were impossible to randomly generate now can.
The rne() function that controls the enchantment values of randomly generated gear is no longer arbitrarily capped when the player's experience level is low.
Item weight reduced and player's carry capacity increased.
Every role/race/gender/alignment combo is playable. Binders are still always gnostic, though.
Playing online
[email protected] (connect via SSH)
Ascensions
Currently there are 5 recorded ascensions: three by Demo, one by malor and one by amateurhour. Ascended combinations were Mon-Hlf-Mal-Neu, Bar-Orc-Fem-Law, Mon-Dwa-Mal-Cha, Bar-Orc-Fem-Cha and Ana-Dwa-Fem-Cha.
DNHslex in Junethack
The trophies are the same as the regular dNetHack version that DNHslex is based upon.
Xlog Trophies
That was the easy one: Obtained at least one alignment key.
Through the gates of Gehennom: Obtained at least three alignment keys (the number needed to complete the game).
Those were for replay value...: Obtained all nine alignment keys.
Games Played Trophies
King of dNetHack: Ascend a game with all the new races and roles in dNetHack.
Prince of dNetHack: Ascend a game with half the new races and roles in dNetHack.
dNetHack Tour: Played a game (at least 1000 turns) with all the shiny new races and roles in dNetHack.
The new races in dNetHack are incantifier, clockwork automaton, half-dragon, and drow. The new roles are Troubadour, Noble, Pirate, and Binder. Convict and Vampire are also implemented, but are insufficiently distinct from their incarnations in other variants to count. Note that you can play every possible permutation of these new roles and races (unlike regular dNetHack).
2014 Trophies |
# User:Azzkikr
I have been a NetHack 3.4.3 player since September 29, 2006. I can frequently be seen on games on nethack.alt.org, and channel #nethack on Freenode, mostly on times after 19:00, GMT+2.
Contents
1 Games
2 Trivia
3 My lessons learned the hard way
4 Best games
5 Links
Games
I started NetHack playing as Valkyrie only (with a few changes to Monk). After some time and numerous deaths and annoyances, Wizard was my next choice, until I came to the conclusion it was too hard. Therefore, I went back to playing Valkyrie only. My aim is to ascend first, before playing other classes. 75 games as Valkyrie have been played at the time of writing!
Often, I apply different strategies for his Valkyrie games. They range from sane strategies, to total whacked strategies. For instance, sometimes I quaff every potion and read every scroll at early levels in the hope of identifying them quickly for usage. And other times, I take major precautions (as in price-ID'ing, checking BUC status using pets, naming every item which is known to be cursed or uncursed). Sometimes, quaffing and reading every scroll tends to be very helpful. Although after identifying a few scrolls I usually stop applying this strategy and start playing normally.
Trivia
I:
Have finally ascended on my 100th game as a valkyrie!
My lessons learned the hard way
Never try to teleport away in Sokoban when in danger;
Do not put unidentified wands in a bag of holding (exploded mine in my first ascension game)
Repeatedly quaffing from fountains (hoping to get a water demon for a wish) has a negative result on your inventory. Next time, dip;
Do not play a wizard as if it was a valkyrie;
Best games
See the The NAO website.
Links
Player information on NAO
Quote #370 on the YASD QDB
Quote #436 on YASD QDB |
# 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
.......}}....---------..--- -----... ........}}...|.......|..|.|-----------------------------------------|...|... .........}}..|.grave.|..|.|......|.@....|.......@.....|......|......|...|... ..........}}.|.......|..|.|..@...+....@.+....@.....@..+..@...+..\.>.|...|... ...........}}}..........|.|.....@|......|........@....|......|@...@.|...|... .............}}.........|.-----S----S----S----------S-----S---------|...|... ..............}}}.......|...............................................|... ................}}}.....----S------++--S----------S----------S-----------... ..................}}........... @@ ................................... ......-------......}}}}........}}};..;}}}..}}}}..}}}}....................... ......|.....|.......}}}}}}..}}}} .. }}}}..};}}..}}}..................... ......|.....+...........}}}}};........................}}}..}}}}..}}}..}}}... ......|.....|...........................................}}}}..;}}..}}}}.}}}} ......-------............................................................... ....................................................................^....... ...-------......-------..................................................... ...|.....|......|.....|..................................................... ...|.....+......+.....|..................................................... ...|.....|......|.....|..................................................... ...-------......-------.....................................................
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
---------------------------------------------------------------------------- |....|......|..........|......|......|...|....|.....|......|...............| |....|......|.--------.|......|......|.|.|....|..}..|......|.------------..| |grav|--+----.|......|.|-S---+-+-----|.|.S....|.....----+---.|...shop...+..| |....|....<...|.shop.|.|...|.........|.--------..............|..........|-+| |....+...}}...+......|.|...|.-------.|..............---+----------------|>.| |-----........--------.-----.|.....|......------+--.|.......|...........|--| |............................|.....|.---+-|.......|.|.......|...........|..| |-----.....---------------...---+---.|....|.......|.------------+--------..| |....+.....+.........S...|...........|....|--------........................| |....|.....|barracks.|...|.----------|....|.........---------.------------.| |....|.....|-------------|.|......|..+....|--------.|.......|.+......S.\.|.| |....|.....+.........S...|.|......|..|....|.......|.|..zoo..|.|......|.?.|.| |--------..|.........|----.-+-------------------+--.|.......+.|----------|.| |.......+..-----------.........|.........|..........|.......|.|..........|.| |.......|..............---+---.|.temple..|.-----+-----------|.|.barracks.|.| |---------+----+-------|.....|.|.........|.|........|.|.....+.|..........+.| |...........|........|.S.....|.-----+-----.----------.|.....|.------------.| |..barracks.|........|.|.....|........................|.....|..............| ----------------------------------------------------------------------------
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
---------------------------------------------------------------------------- |...@.....|barracks.|..........|..| |.................|........|........|..| |.........|.........|..........|..| |....--------.....|........|........|..| |------S--|--+-----------+------..| |....|......|.....|........|........|..| |.........|.......................| |....|......+.....--+-------------+--..| |barracks.|.......................| |....|......|..........................| |-S-----S-|......----------.......| |....|......|..........................| |..|..|...|......|.K..K...|.......| |....-----------.........----..........| |.&+..+.&.|......|.K......|.......| |....|.........|.........|}}|.....<....| |..|..|...|......+..K.K.K.|.......|-|....|.........+.........|}}|..........| |..|..|...|......|........|[email protected]....|.........|.........----..........| |---..----|......|.K..K.K.|.......|-|....|.........|.......................| |.........+......|+#-+#-+#|.......| |....-----------.......................| |---..----|......|.@|@.|@.|.......| |......................--------------..| |.&|..|.&.|......--#-#--#--.......| |......................+....shop....|..| |..+..+...|.......................| |--.---...-----+-----..|............|..| |--|..----|--+-----------+------..| |.....|...|.........|..|------------|..| |.&+..+.&.|.........|..........|..| |grave|...|.........|..+....shop....|..| |..|..|...|barracks.|..........|..| |.....|...|.........|..|............|..| ----------------------------------------------------------------------------
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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# User talk:Cidwardo
Welcome!
Welcome!
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03:09 Dragon scale mail (diff | hist) . . (+93) . . Noisytoot (talk | contribs) (Red dragon scale shields do not grant flying in dNetHack)
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Dragon scale mail (3 changes | history)
. .
(+179) . .
[Noisytoot (3×)]
17:18
(cur | prev) . . (+35) . . Noisytoot (talk | contribs) (dNetHack has deep DSM too)
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(cur | prev) . . (+26) . . Noisytoot (talk | contribs) (Orange DSM also grants hallucination resistance in dNetHack)
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(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.) |
# misc-343.txt
This is a classic text spoiler, reproduced on NetHackWiki for reference and archival purposes. You should link to this page when you copy or excerpt it, but please do not modify the content.
Caution: As this is not an ordinary wiki page edited by the community, this spoiler may contain outdated or otherwise inaccurate information.
misc-343.txt Last edited 2004-10-26 for NetHack 3.4.3
Miscellaneous objects in NetHack 3.4
Compiled for 3.2.2 by Kevin Hugo.
Updated for 3.4.3 by Dylan O'Donnell
<[email protected]>.
ITEM COST WGT PROB SYM DAMAGE NUTR
~~~~~~~~~~~~~~~ : ~~~~ ~~~~ ~~~~ : ~~~ ~~~~~~ ~~~~
gold piece : $ 1 0.01 1000 : $ 0 0.01
boulder : 0 6000 100 : ' d20 2000
statue : 0 vary 900 : ' d20 2500
heavy iron ball : 10 480* 0 : 0 d25* 480*
iron chain : 0 120 0 : _ d4+1 120
acid venom : 0 1 0 : . 2d6 0
blinding venom : 0 1 0 : . 0 0
Items are listed here by inventory category. Venom is generated only
by spitting monsters and cannot be picked up. The COST field denotes
the base price of each item. WGT specifies the weight. If the item
can be randomly generated, then PROB is the relative probability of
the item within that category. All of these items are generated
uncursed. SYM is the object symbol. Damage to small and large
monsters is the DAMAGE field. An additional +d(x*4) of damage is
added to iron balls for each x times the ball has been made heavier
(cursed scrolls of punishment count double), up to a total damage of
25. If an object can be eaten, its nutrition value is NUTR.
Iron balls start out at a weight and nutrition of 480; each time you
are further punished, any ball you are chained to has these increased
by 160 (320 in the case of a cursed scroll of punishment).
Finding spellbooks in statues
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
(Adapted in part from the spoiler "statues" by Bryan Butler and
Boudewijn Waijers.)
Randomly created statues may contain one random spellbook. The chance
of a spellbook in a statue depends upon the dungeon level on which the
statue was created (if you are visiting a level for the first time while
carrying the Amulet, then the depth of the Sanctum will be used instead):
Level 1-3 4-5 6-7 8-9 10-11 12-13 20-21 30-31 n*2-(n*2)+1
Prob 0 1/12 2/13 3/14 4/15 5/16 9/20 14/25 (n-1)/(n+10)
Statues of tiny monsters never contain spellbooks.
Note that the Oracle is located somewhere between levels 5 and 9, so
the average chance on that level that a statue contains a spellbook is
about (1/12 + 2*2/13 + 2*3/14) / 5 = (1790/2184) / 5 = 16.4%.
Since there are always eight centaur statues on that level, the chance
of finding no spellbook there is about 26%. The chance of finding
just one is about 35%, of two about 24%, of three about 11%. The
chances of finding more rapidly approach zero.
Note that the player-monster statues (other than Perseus) on the
Medusa level will always be empty; the seven or eight monster statues
may contain the appropriate monster's starting inventory. Perseus'
statue has a 50% chance of containing a blessed +2 scimitar and a 50%
chance of containing a sack. If the version of the level is the one
with the central island, there is also a 25% chance of +0 levitation
boots and 75% chance of a cursed +0 shield of reflection; on the
version with a titan, these two chances are reversed.
Statues created by stoning a monster contain only the items in the
monster's inventory. You can break a statue with a pick axe, dwarvish
mattock, wand of striking, or spell of force bolt. Breaking or animating
historic statues (the centaur statues of Delphi, the statue of Perseus,
the gnome king statue in the Grotto Town version of Minetown, or petrified
unique monsters) carries a -1 alignment penalty for Archeologists.
What to do with iron chains
~~~~~~~~~~~~~~~~~~~~~~~~~~~
Iron chains are the least useful items in the game since they perform no
function as individual objects, have no value to sell to shopkeepers,
aren't heavy enough to be a decent weapon, and will always polypile into
another chain. Here are several somewhat trivial uses for these objects:
* Throw or kick them as missiles.
* Food for rock moles (a pet or polyself).
* Leave them in the path of hostile metallivores as a distraction.
* Polypile enough of them to make another iron golem. Turn it into
your pet or polymorph it into a monster worthy of sacrificing.
* Polypile enough of them to get another iron golem. Tame it and watch it
get killed by a rust monster. Get an amusing message.
* Use them to mark the vibrating square.
* Carry them in your main inventory to lower the chance that something
"good" will be cursed/stolen.
* Leave a bones file that will annoy others (using ASCII):
"Darn, that's not an altar."
Acknowledgements
~~~~~~~~~~~~~~~~
Thanks to Bruce Cox for proofreading the original version of this file.
Further corrections and clarifications provided by Aero, Kevin Costello,
Philipp Lucas, and Pat Rankin.
This page is based on a spoiler by Dylan O'Donnell. The original license is:
Redistribution, copying, and editing of these spoilers, with or without modification, are permitted provided that the following conditions are met:
The original contributors to any spoiler must continue to be credited.
Any modifications to the spoiler must be acknowledged and credited.
</[email protected]> |
# File:Moon phase 7.gif
File
File history
File usageSize of this preview: 598 × 600 pixels. Other resolutions: 239 × 240 pixels | 640 × 642 pixels.
Original file (640 × 642 pixels, file size: 125 KB, MIME type: image/gif)
Summary
NetHack moon phase 7 (waning crescent)
Extracted from commons:File:Lunar libration with phase Oct 2007.gif
Licensing
-----------* ##Public
@Domain## *-----------
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
current06:31, 12 November 2010640 × 642 (125 KB)Ilmari Karonen (talk | contribs)NetHack moon phase 7 (waning crescent) Extracted from commons:File:Lunar libration with phase Oct 2007.gif
You cannot overwrite this file.
File usage
The following 2 pages uses this file:
Time
Template:Moon phase |
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20:27
Rogue (2 changes | history)
. .
(-21) . .
[Umbire the Phantom; Coz]
m
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(cur | prev) . . (-29) . . Umbire the Phantom (talk | contribs) (we have *enough* Grays links. Stormbringer is fine, but honestly needs to be mentioned way earlier in this strategy section)
14:16
(cur | prev) . . (+8) . . Coz (talk | contribs) (Added more links to Grayswandir and Stormbringer)
20 July 2023
10:30 Rogue (diff | hist) . . (+4) . . Coz (talk | contribs) (Added link to the Master Key of Thievery)
01:28 Erosion (diff | hist) . . (+141) . . Tomsod (talk | contribs) (→Strategy: blessing may be enough) |
# User talk:Daraga
Welcome!
Welcome!
Hi! Welcome, and thanks for contributing to NetHackWiki!
The How to help and Style guide pages are excellent starting points.
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I'm really happy to have you here, and look forward to working with you! -- Tjr (Talk) 21:31, September 2, 2010
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# Spellbook of summon undead
spellbook of + raise undead
Appearance
random
Base price
500 zm
Weight
50
Turns to read
35
Ink to write
25–49
Spell type
attack
Level
5
Power cost
25 Pw
Direction
non-directional
Special for
necromancer
Allows you to learn the raise undead spell, new to SLASH'EM. There is a 72 in 73 chance of creating one undead monster and a 1 in 73 chance of creating five undead. The undead monsters will be V (1/10 chance), Z (4/10 chance), M (3/10 chance), (1/10 chance), or W (1/10 chance). Necromancers begin with a spellbook of raise undead.
If the player is a Necromancer they will automatically attempt to dominate the resulting monster(s). If the player is not a necromancer but knows the command undead spell they will automatically cast command undead[1]. In either case the monster(s) may resist, based on their MR. The differences between the two cases is that non-Necromancers must expend additional power to cast the second spell, and Necromancers will dominate the resulting monsters, even if they are not undead - this is especially relevant for fire vampires and star vampires, which are V but not undead.
See also
spellbook of command undead
List of SLASH'EM spellbooks
References
↑ read.c in SLASH'EM 0.0.7E7F2, line 1224
This page is a SLASH'EM related stub. Should you wish to do so, you can contribute by expanding this page. |
# User talk:Jonadab
Welcome!
Welcome!
Hi, Jonadab! Welcome, and thanks for joining NetHackWiki!
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We are really happy to have you here, and look forward to working with you!
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# Spear
A spear is a kind of weapon. It can be used in melee, or thrown.
Runed elven spears and stout dwarvish spears are superior to ordinary spears, while crude orcish spears are predictably inferior. Silver spears deal the same base damage as ordinary ones, but add bonus damage versus silver-haters.
Contents
1 Spear skill
2 Types of spear
2.1 Spear
2.2 Dwarvish spear
2.3 Elven spear
2.4 Orcish spear
2.5 Silver spear
3 Generation
4 Strategy
4.1 Average damage calculation
5 Variants
5.1 SLASH'EM
5.2 UnNetHack, SporkHack and SLASH'EM
6 Origin
7 Encyclopedia entry
8 References
Spear skill
Spear
Max
Role
Basic
Healer, Monk, Rogue, Tourist, Wizard
Skilled
Barbarian, Knight, Priest, Samurai, Valkyrie
Expert
Caveman, Ranger
The following weapons use the spear skill:
spear
dwarvish spear
elven spear
orcish spear
silver spear
javelin
Spears have an additional +2 to-hit bonus against all monsters when thrown.
Weapons in the spear class have a +2 to-hit bonus when hitting kebabable monster classes.
In versions of NetHack prior to 3.6.0, javelins had their own javelin skill that consisted solely of javelins, but it has since been merged into the spear skill. When unidentified, a javelin appears as a 'throwing spear'.
There are no artifact spears in vanilla NetHack.
Types of spear
Spear
)
Name
spear
Appearance
spear
Damage vs. small
1d6
Damage vs. large
1d8
To-hit bonus
+0
Weapon skill
spear
Size
one-handed
Base price
3 zm(+10/positive enchant)
Weight
30
Material
iron
Ordinary spears make up about 5.0% of randomly generated weapons (on the ground, as death drops, and in shops).
Spears of this kind are made of iron and susceptible to corrosion from acidic monsters and rusting from rust monsters and water.
Dwarvish spear
)
Name
dwarvish spear
Appearance
stout spear
Damage vs. small
1d8
Damage vs. large
1d8
To-hit bonus
+0
Weapon skill
spear
Size
one-handed
Base price
3 zm(+10/positive enchant)
Weight
35
Material
iron
A dwarvish spear, which appears as a stout spear when unidentified, does the most damage of all spears to both large and small monsters (1d8/1d8: as much as a scimitar, an elven short sword or a silver saber not dealing silver damage). Dwarves are sometimes generated with one.[1] In addition, dwarvish spears make up about 1.2% of randomly generated weapons.
Elven spear
)
Name
elven spear
Appearance
runed spear
Damage vs. small
1d7
Damage vs. large
1d8
To-hit bonus
+0
Weapon skill
spear
Size
one-handed
Base price
3 zm(+10/positive enchant)
Weight
30
Material
wood
An elven spear, which appears as a runed spear when unidentified, can do more damage to small monsters than an ordinary short sword. Elves may be generated with an elven spear.[2] In addition, elven spears make up about 1.0% of randomly generated weapons.
Being made of wood, elven spears are naturally immune to corrosion and rusting.
Orcish spear
)
Name
orcish spear
Appearance
crude spear
Damage vs. small
1d5
Damage vs. large
1d8
To-hit bonus
+0
Weapon skill
spear
Size
one-handed
Base price
3 zm(+10/positive enchant)
Weight
30
Material
iron
An orcish spear, which appears as a crude spear when unidentified, does the least damage versus small monsters of any of the spears, one point less than even the ordinary spear.
Curiously, no monsters are generated with orcish spears—not even any of the orcs. They make up about 1.3% of randomly generated weapons, however.
Silver spear
)
Name
silver spear
Appearance
silver spear
Damage vs. small
1d6+(1d20)
Damage vs. large
1d8+(1d20)
To-hit bonus
+0
Weapon skill
spear
Size
one-handed
Base price
40 zm(+10/positive enchant)
Weight
36
Material
silver
The silver spear is the rarest kind of spear, making up just 0.2% of randomly generated weapons. It deals the same base damage as a regular spear, but being made of silver, it deals additional damage to silver-hating monsters.
Generation
Spears of all kinds make up about 9.7% of randomly generated weapons (on the ground, as death drops, and in shops). In addition, watchmen, soldiers in the Yendorian army,[3] salamanders,[4] and ice devils[5] may be generated with a spear.
Strategy
In the absence of dagger skills, a small stack of spears is a powerful ranged weapon for any Caveman or Priest lucky enough to find more than one. Generally you need to encounter a large antique weapons outlet to find them in any number. However, spears are quite heavy (three spears weigh more than a pick-axe), so they have a tendency to cause encumbrance problems.
Spears can be multishot as of NetHack 3.6.0. Cavemen get a +1 multishot bonus for throwing spears.[6]
The silver spear does only one point less damage on average against small or medium monsters than a silver saber, and the same against large monsters (which include most major demons), making it an attractive option for roles restricted in saber, such as Cavemen, Priests, and especially Monks. Valkyries and Samurai might also consider this weapon for two-weaponing as they can be skilled in spear versus basic in saber, overcoming the damage difference.
Average damage calculation
The average damage calculations in the following table do not include bonuses from weapon skills, strength, or from using a blessed weapon against undead or demons.
Weapon
Not silver-hating
Silver-hating
Small monster
Large monster
Small monster
Large monster
+0 silver spear
+7 silver spear
Variants
SLASH'EM
SLASH'EM introduces the #name-able artifact orcish spear Elfrist, the anti-elven counterpart to Orcrist, and the artifact silver spear Holy Spear of Light, which functions much like Sunsword.
In SLASH'EM the Valkyrie's starting +1 long sword has been replaced with a +1 spear.[7] For dwarvish Valkyries, the spear will be a dwarvish spear.[8]
A +0 silver spear is part of one of four starting weapon combinations for Undead Slayers.[9] For Lycanthropes, it will be an ordinary spear.[10]
UnNetHack, SporkHack and SLASH'EM
In UnNetHack, SporkHack, and SLASH'EM, Dragonbane is a dwarvish spear.
Origin
The spear is a weapon designed for thrusting. Chimpanzees use very rudimentary spears, so it is likely that humans have used spears for an extremely long time.
The related lance is designed for jousting and the javelin for throwing.
Encyclopedia entry
- they come together with great random, and a spear is brast,
and one party brake his shield and the other one goes down,
horse and man, over his horse-tail and brake his neck, and
then the next candidate comes randoming in, and brast his
spear, and the other man brast his shield, and down he goes,
horse and man, over his horse-tail, and brake his neck, and
then there's another elected, and another and another and
still another, till the material is all used up; and when you
come to figure up results, you can't tell one fight from
another, nor who whipped; and as a picture of living, raging,
roaring battle, sho! why it's pale and noiseless - just
ghosts scuffling in a fog. Dear me, what would this barren
vocabulary get out of the mightiest spectacle? - the burning
of Rome in Nero's time, for instance? Why, it would merely
say 'Town burned down; no insurance; boy brast a window,
fireman brake his neck!' Why, that ain't a picture!
[ A Connecticut Yankee in King Arthur's Court, by Mark
Twain ]
References
↑ src/makemon.c in NetHack 3.6.0, line 329: dwarvish spears
↑ src/makemon.c in NetHack 3.6.0, line 250: elven spears
↑ src/makemon.c in NetHack 3.6.0, line 199: mercenary spears
↑ src/makemon.c in NetHack 3.6.0, line 436: salamander spears
↑ src/makemon.c in NetHack 3.6.0, line 694: ice devil spears
↑ src/dothrow.c in NetHack 3.6.0, line 138: Caveman multishot
↑ u_init.c in SLASH'EM 0.0.7E7F2, line 229: Valkyrie spear
↑ u_init.c in SLASH'EM 0.0.7E7F2, line 343: dwarvish Valkyrie spear
↑ u_init.c in SLASH'EM 0.0.7E7F2, line 217: Undead Slayer spear
↑ u_init.c in SLASH'EM 0.0.7E7F2, line 351: lycanthrope-safe spears
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. |
# Talk:Barrow wight
recently fought barrow wight and found it resists death ray; =>magic resistance?
It's M2_UNDEAD monst.c#line2037 so it resists it:
2975. if (nonliving(mon->data) || is_demon(mon->data) ||
2976. resists_magm(mon)) { /* similar to player */
It's in zap.c#line2975. Addps4cat 14:29, 11 October 2007 (UTC)
damage
What's wrong with "Random magic spell with nominal damage of (level/3+1)d6" ? --Tjr 12:24, 20 September 2011 (UTC) |
# Quick Blade
) Quick Blade
Base item
elven short sword
Damage vs. small
1d8 +2
Damage vs. large
1d8 +2
To-hit bonus
+9
Bonus versus
(any)
Weapon skill
short sword
Size
one-handed
Affiliation
lawful
When carried
(none)
When wielded
(none)
When invoked
(none)
Base price
1000 zm
Weight
30
Material
wood
Quick Blade is an artifact weapon in SLASH'EM. It is a lawful elven short sword with a +9 bonus to hit and a +2 bonus to damage against all monsters. Despite its name, it does not grant speed.
Strategy
Unfortunately, this weapon is likely to be useless in most games. Its principal advantage is its to-hit bonus, making for reliable (and hence, "quick", as compared to a less accurate weapon) damage against monsters with low AC. However, this advantage is only useful in the early game, where this weapon is rarely seen. Its damage bonus is not nearly enough even for SLASH'EM's mid-game, let alone the late game. A lawful character who receives it as a first sacrifice gift might find it useful for a while, but will definitely want to sacrifice for something better later on. |
# Mines' End
Mines' End
Location
Level 8–9 of theGnomish Mines
Variants
The Mimic of the Mines
The Gnome King's Wine Cellar
The Catacombs
Bones
No
Mappable
varies
Teleportable
Yes
Diggable floor
No
Diggable walls
varies
Mines' End lies at the bottom of the Gnomish Mines. It will be either the 8th or 9th level of that branch and will therefore occur somewhere between Dlvl10 and Dlvl13. There are three versions of Mines' End; each of which is guaranteed to contain a luckstone.
Mines' End, being the lowest level of the Gnomish Mines, has an undiggable floor. Therefore, zapping a wand of digging downwards will produce a pit instead of a hole.
Credit for all maps in this article goes to the NetHack Gazetteer's Mines' End page.
Contents
1 The Mimic of the Mines
2 The Gnome King's Wine Cellar
3 The Catacombs
4 Variants
4.1 SLASH'EM
5 References
6 External links
The Mimic of the Mines
The Mimic of the Mines
Location
Level 8–9 of theGnomish Mines
Bones
No
Mappable
Yes
Teleportable
Yes
Diggable floor
No
Diggable walls
No
This level contains seven hidden places, marked on the map below. Six of them are behind secret doors, and the seventh is behind a narrow choke point.
Each of these hidden places can contain (items in each location are listed in order from bottom to top of pile):[1]
a ruby, a worthless piece of red glass, and a luckstone
a worthless piece of red glass, a ruby, and a loadstone,
a diamond, an emerald, a worthless piece of violet glass, and a mimic pretending to be a luckstone
a worthless piece of white glass, an emerald, an amethyst, and a mimic pretending to be a loadstone,
a diamond, a worthless piece of green glass, an amethyst, and a mimic pretending to be a flint stone
a worthless piece of white glass, an emerald, a worthless piece of violet glass, and a mimic pretending to be a touchstone
nothing
In addition, there are two random tools, seven random gems, and three other random objects placed throughout the level. The rubies, emeralds, and diamonds can be identified because they are hard gems, while the amethysts can be identified because they are always grouped with the diamond and green glass.
All walls are undiggable.
--------- ------------- ------- |.......| |.......|...| |.....|* --------- ----.......-------...........| |--...-S- |.......| |..........................-S- --.......| |......------- |--...........<............|* |.......-- |..--........-----..........................|. |.-..---- --..--.-----........|.....................--| |-..-- --..--.*| -----------..................---.----------..-- |...--.| |.*S...S..............---................-- ----..----- ------------........--- ------------...--| |.........-- ---------- ---...-- ----- --.....---..-- -------- --...---...-- ----..|..-- --..--------------------- --......-- ---........|---....----- --..|..................--- |........| |.......--|.......| --......................S*. --......-| |--..---- ---.--.-- ----.................--- ------..------...-- |....S*. |...............|..| .*S...........| ------ -------------------- -------------
The Gnome King's Wine Cellar
The Gnome King's Wine Cellar
Location
Level 8–9 of theGnomish Mines
Bones
No
Mappable
Yes
Teleportable
Yes
Diggable floor
No
Diggable walls
rock around gem chamber only
This version contains a room behind two secret doors (here, marked S) in the northwest, containing three piles of potions, each pile containing two guaranteed potions of booze (as the name would suggest), and one other kind of potion. For the southernmost pile, the other potion is guaranteed to be a potion of object detection; the other potions in the two northern piles are random.
Scattered throughout the level, there are two random tools, seven random gems, three other random objects, and six random traps. The luckstone is at the chamber in the northeast; the blank tiles are rock that needs to be dug out to reach this chamber. The chamber also contains one ruby and one emerald (SW), two diamonds (NW), two emeralds (NE), two amethysts, one ruby and one luckstone (SE), as well as a few random gems. To get to the hidden gem cache, you can teleport in or dig with a pickaxe. As the spell/wand of digging only digs one tile here, you'll need more charges than one wand can hold, so they make a poor choice.
----------------------------------------------------- |...................................................| |.----------S--.---...---------------------------|..| |.||---- |.|--- |...|..........................|..| |.||...| ---.-.|---...|.............<...............| ** |.||...--|.....|....---..........................|..|. ** |.||.....|-S-..|....|............................|..|.. |.|----..|!.|..---..|----------------------------|..|-. |.| |..|!.|....|..................................|... |.| |..|!.|-----..------------------------------..|.... |.-----..---|.......|----------------------- |..|..... |...........|----.--|......................| |..|....... ------------|...|.| --------------------.|.-------..|.....|.. -------------.{.|.|---------------------.|..........|.....|.... |...............|.S......................|-------------..-----... |.---------------.|---------------------.|......................... |.................| |.....................|........ ------------------- --------------------------------
Nethack 3.6 changed this map slightly, and now has some randomness to it.
Tiles with a H might be walls or floor. The square marked D will contain a locked secret door in case the entrance at the lower right is walled off.
Some of these walls are mutually exclusive so that there will always be a way to reach every part of the level without digging. For details check Source:NetHack 3.6.0/dat/mines.des#line983.
----------------------------------------------------- |.................H...H.............................| |.----------S--.---...---------------------------|..| |.||---- |.|--- |...|..........................|..| |.||...| ---.-.|---...|.............<............H..| ** |.||...--|.....|....-H-..........................|..D. ** |.||.....|-S-..|....|............................|..|.. |.|----..|!.|..---..|----------------------------|HH|-. |.| |..|!.|....|..................................|... |.| |..|!.|-----..------------------------------..|.... |.-----..---|.......|----------------------- |..|..... |...........|----.--|......................| |..|....... -------HH---|...|.| --------------------.|.-------..|.....|.. -------HH----.{.|.|---------------------.|..........|.....|.... |...............|.S......................|-------------HH-----... |.---------------.|---------------------.|...................H..... |.................| |.....................|........ ------------------- --------------------------------
The Catacombs
The Catacombs
Location
Level 8–9 of theGnomish Mines
Bones
No
Mappable
No
Teleportable
Yes
Diggable floor
No
Diggable walls
not around luckstone locations
Wikipedia has an article about:
Catacombs
This level is unmappable and contains a randomly-generated maze. The level walls, the large chambers, and the possible locations of the luckstone are fixed. There are three possible locations for the luckstone. Of the two locations that do not contain the luckstone, one will have nothing and the other a flint stone. The luckstone and the flint stone lie on level teleporters. The rest of the level contains two diamonds, three emeralds, two rubies, two amethysts, seven other random gems, five random scrolls, four random spellbooks, three other random objects, and seven more random traps (so that the chance of at least one polytrap is 55.6%).[2] The spellbooks and scrolls make this the most desirable level for spellcasters, but it is also the most difficult, because the starting room often contains several powerful monsters in a small space. There are two random V in the level but they will appear in their shape-changed d and B forms unless you defeat them in battle. Earlier versions sometimes generated a minotaur hiding out in the maze, but this no longer happens as of V3.6.1. Stay on the up stairs, and don't forget Elbereth (although be aware that it will not work on a minotaur - in most cases you are better off going up and coming back when you are strong enough to face it).
----------------------- --------------------------- -----------------| ... | | ... | | || ... ----- ... --- | || ... ... ... | | || ... --- | --- ------- || ....... | | | | |.....| || --- --- ....... --- ----------- --- | |.....S || |.....| ........... |.........| | | |*....| || |.....| .......--- |.........| --- ------- || |..{..| .......| | S....<....S || |.....| ... --- |.........| --- || |.....| ... |.........| | |... |---- --- --- ...--- ----------- ---... --- --- | --|.. ...| | ... | | | | | |*S.. ----- --- ... | --- --- --- |-|.. | |... ... ... | | | |*S.. --- |... --- .{. | --------- --|.. | |... | | ... | ------------------ ----------- ---------------------
The dotted areas are always open floor; the < is the upstairs; the *s mark the locations of the luck and flint stones; and the { are fountains. The rest of the level is filled with random maze.
Variants
dNetHack, EvilHack, NetHack Fourk, and FIQHack all provide an additional Mines' End variant, the Orc Temple, based on a patch by Khor. In all of these variants, it has the following basic layout (some variants make minor adjustments):
------- ------- --}}}}}-- --------------- |.....| --}}...}}-- --..|..........| |.._..| -----|}}.....}}| --...#..........| |.....| |(((||}.......}| --------- --....|-+------+-| ----+---- |...||}..._...}| --.......-- --.....#..........-----|.......|---------+---}.......}| --------.........----.....--...............#.......#.....||.....|}}.....}}|--..........}}}...........--..............................--.....|-}}...}}--|<..........}{}...........+............................._.+......|--}}.}}----..........}}}...........--..............................--.....| ---S--- --------.........----.....--...............#.......#.....||.....| . --.......-- --.....#..........-----|.......|---------S--- --------- --....|-+------+-| ----+---- . --...#..........| |.....| --..|..........| |.._..| --------------- |.....| -------
The space around the temple will be a random maze. A path in the bottom area leads to the secret cave in the upper right, which contains six orc shamans worshiping a figurine of a balrog, placed on the altar in that chamber. Most of the rest of the level is filled with various types of orcs. All the altars are unaligned altars of Moloch. The luckstone is placed randomly on this level, along with a flint stone and eight random gems.
SLASH'EM
SLASH'EM contains an additional level to the Gnomish Mines which is reached by a down staircase in the now misnamed Mines' End. The Mine King level can also be dug to through the floor of Mines' End. This is important mainly not as an escape, but as a warning to be alert for trapdoors which can drop you into a situation you are not prepared for (the new final level of the mines can be difficult for the unprepared). The down staircase will be located on one of the possible luckstone locations for the "Mimic of the Mines" and the "Catacombs" variants and immediately next to the gem cache in the "Gnome King's Wine Cellar" variant.
References
↑ dat/mines.des in NetHack 3.6.6, line 889
↑ mines.des in NetHack 3.4.3, line 992
External links
NetHack Gazetteer: Mines' End
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. |
# NetHack encyclopedia
The NetHack encyclopedia is NetHack's built-in database of information about in-game monsters, objects and features. It can be accessed using the what is command: /, and then choosing not to specify an unknown object by cursor. You can then type in the name of anything you like.
Some entries, like that for the mind flayer, are written by the DevTeam as explicit explanations of what the monster does. Others, such as that for lich, are cryptic, in the form of a literary extract. Be warned that these are not always an accurate guide to NetHack's version of the monster/object.
Not all objects have an encyclopedia entry.
Modifying
The encyclopedia is stored in the data.base file in the dat folder, in text format. On a Windows machine, it can be opened with a text editor such as Windows 10's Notepad or WordPad; older versions of Notepad may not correctly display the line breaks, resulting in a jumble of text, and word processors such as Microsoft Word may introduce unwanted formatting and line breaks due to margins. Instructions on editing the file can be found at the top. Once you've edited the file, you will need to recompile it. The normal NetHack build procedure will do this.
This page is a stub. Should you wish to do so, you can contribute by expanding this page.
This page may need to be updated for the current version of NetHack.
It may contain text specific to NetHack 3.6.0. Information on this page may be out of date.
Editors: After reviewing this page and making necessary edits, please change the {{nethack-360}} tag to the current version's tag or {{noversion}} as appropriate. |
# Talk:SlashTHEM
Problems compiling?
I'm running FreeBSD 10.1 prerelease and I got the following
apply.c:4111:4: error: non-void function 'doapply' should return a value
[-Wreturn-type]
return;
Any help? Elronnd(talk) 21:35, 18 April 2015 (UTC)
I can't really help...
Hmmm, try "return 0;" ??? in ./src/apply.c line 4111.
It seams FreeBSD is using "LLVM/Clang" now instead of gcc. You'll likely get more errors. You could try using a different compiler? On linux it works with gcc version 4.8.2. You could also try with "make -i", it will ignore all errors.--Quantum Immortal (talk) 00:38, 19 April 2015 (UTC)
I tried switching to gcc, and that didn't help. Return 0 didn't work either. Make -i compiled everything except for the slashthem executable... Elronnd(talk) 20:50, 19 April 2015 (UTC)
Are you sure you didn't forgot to save when you put that 0? It compiled fine here. What was the error this time? try with "1" too (it compiles with that too here). Try with different versions of gcc... probably close to 4.8.2 or the oldest one of the ones available. You should stick with gcc however, they will be less errors. You really used gcc? You have to edit ./src/Makefile. By setting the variable CC you'll force it to use a specific compiler (you can have several versions of gcc installed). Line 59 and bellow they are some stuff you could try. Just comment out "return;" for now( compiles here), see if they are more errors. By commenting out, try to find all the errors. Ask Amy( try also with slashem extended) and the guys of slashthem.--Quantum Immortal (talk) 23:37, 19 April 2015 (UTC)
Actually just realized that it did fix it: there were just more of them. However, now I've got a completely different problem (the only error left):
pager.c:1246:8: error: duplicate case value '255'
case AT_MAGC: return "uses magic spell(s)";
Elronnd(talk) 18:54, 21 April 2015 (UTC)
Keep in mind i don't now that much about programming. I think the actual error is in the definition of ./include/monattk.h .One of the values is (-1), i think it instead warps around as the maximum value. In ./include/monattk.h , give "(-1)" to the variable AT_MAGC (the same value as AT_ANY). Try to compile, if it complains again "duplicate case value '255'". Then this is it.
Hmmm, try removing the "()" around the -1 in the include, or try "-(1)" (both compiled over here). If you comment out line 1246 of pager.c ,i think it will only brake Pokedex a bit. They are probably other errors related to this one, that weren't detected by the compiler....--Quantum Immortal (talk) 23:22, 21 April 2015 (UTC)
No monster uses AT_ANY, so you might just remove that line from pager.c and it will compile (see SLASH'EM Extended pager.c). --Bluescreenofdeath (talk) 07:53, 22 April 2015 (UTC)
It's not AT_ANY, though, it's AT_MAGC. EDIT: Ah, I get it: comment out AT_ANY, and it will compile correctly. Thanks, that fixed it.Elronnd(talk) 20:58, 23 April 2015 (UTC)
You should make a list of all the necessary changes, and submit them to slashthem and slashem extended. Normally, it should be compiling out of the box, on both gcc and clang.--Quantum Immortal (talk) 01:29, 24 April 2015 (UTC)
I specifically didn't do that, because as versions change, there may be differences. I haven't tested with Slash'EM Extended yet, but I imagine that it will be mainly the same. I was able to get away with using "GNUmakefile", I'm not sure if it will work with the stock one. I will make sure to test with SLEX, though.Elronnd(talk) 04:03, 24 April 2015 (UTC)
I meant, that it should compile without editing all that stuff. The "return 0" and "AT_ANY" changes should compile everywhere. Report those.--Quantum Immortal (talk) 12:15, 24 April 2015 (UTC)
I still think that "return 0" and "AT_ANY" changes can go in the official sources.--Quantum Immortal (talk) 15:55, 25 April 2015 (UTC)
Apparently they have: "< Soviet5lo> Elronnd: I implemented your FreeBSD fixes"
An Announcement
I Will Never Acknowledge The Existence Of SlashTHEM Until The Elph Class Is Reinstated. I Hereby Withdraw My Permission For SlashTHEM To Use Any Of My Ideas Until This Condition Is Met. This Is The Only Condition I Have - You Can Even Keep Your Stupid Chef Class As Long As Elph Is Available. --Kahran042 (talk) 17:30, 9 August 2022 (UTC) |
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03:09 Dragon scale mail (diff | hist) . . (+93) . . Noisytoot (talk | contribs) (Red dragon scale shields do not grant flying in dNetHack)
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# User:Wikid/Nutritional Monsters
Flicked from the ranges of VoR's Hallucinatory Bestiary, we bring you some Nutritional Monsters.
Contents
1 Fries With That
2 Carnivorous Lentil
3 Happy Meal™
4 Veal Currie
Fries With That
Fries With That have a nutrition increasing seduction attack. For each armour item that is removed, nutrition is increased by 300. The seduction dialogue is simple: "You want fries with that?" A complete set of armour (boots / undergarment / shirt / cloak / gloves / helmet) implies 1800 nutrition, sufficient to take the player character from Hungry to nearly Oversatiated. Of course the Fries With That could be used by an enterprising Adventurer as a limitless nutrition recharge. This is avoided by giving it a 20% chance of exploding for 4d6 damage on each turn that it has less than maximal HP.
Fries With That
%
Template
Succubus
Speed
0
Attacks
passive seduction, passive 4d6 explosion (fire)
Alignment
0 (neutral)
Frequency
0 (Not randomly generated)
Q: What does the Physisicist with a job say to the Physicist without a job?
A: 'You want fries with that?'
Apocryphal
Carnivorous Lentil
Legend has it this innocent pulse was bitten by a radioactive worm in a mage's kitchen. Fortunately for sentientkind, it did not acquire motility.
Carnivorous Lentil
%
Template
Purple worm
Attacks
Passive (Bite 2d8), Passive (Engulf 1d10 digest)
Speed
0
Alignment
0 (neutral)
Frequency
0 (Not randomly generated)
The person who knows one thing and does it better than anyone else, even if it only be the art of raising lentils, receives the crown he merits. If he raises all his energy to that end, he is a benefactor of mankind and its rewarded as such.
Og Mandino
Happy Meal™
Unwitting adventurers stumble on the Happy Meal™. The figurine is nifty, but the memory is shifty.
Happy Meal™
%
Template
Mind flayer
Attacks
passive ((int drain+2d1)*3, amnesia)
Speed
0
Alignment
0 (neutral)
Frequency
0 (Not randomly generated)
Drops
Random figurine
My entire life I have always remembered everything I've eaten for the first time, I remember where I was, when it was, who bought it and how it tasted.
Lucy Zee, Stuff.co.nz
Veal Currie
This spicy delight is generated asleep on a rock, but is awoken and aggravated by contact. In the event it can be scared away, this generates YAFM "It's the Flight of the Veal Currie!"
Veal Currie
%
Template
Red dragon
Speed
15
Alignment
0 (neutral)
Frequency
0 (Not randomly generated)
The Veal Currie
Is female Can fly
Smell that? You smell that? Napalm, son. Nothing else in the world smells like that. I love the smell of napalm in the morning.
F.F.Coppola, Apocalypse Now
|
# Talk:Word of Creation
Blinding - gremlin damage?
Does this do (extra?) damage to gremlins? -Actual-nh (talk) 01:38, 4 May 2021 (UTC)
It does normal damage, but it should probably instakill them. Probably wouldn't be too busted - it's just a gremlin or 80 (considering no max range iirc). Suggested to Chris on IRC/Discord. --EasterlyIrk (talk) 05:12, 4 May 2021 (UTC) |
# File:Vlad the Impaler.png
File
File history
File usageNo higher resolution available.
Vlad_the_Impaler.png (16 × 16 pixels, file size: 253 bytes, MIME type: image/png)
A 16x16 vanilla NetHack tile of the monster 'Vlad the Impaler'.
File history
Click on a date/time to view the file as it appeared at that time.
Date/TimeThumbnailDimensionsUserComment
current10:16, 1 August 200616 × 16 (253 bytes)BotFenix (talk | contribs)A 16x16 vanilla NetHack tile of the monster 'Vlad the Impaler'. Category:16x16 tiles
You cannot overwrite this file.
File usage
The following 18 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
Vlad the Impaler
User:Chris/dNetHack/dNethack Windowless Tower Monsters
User:Umbire the Phantom/Vlad in variants |
# File:White gem.png
File
File history
File usageNo higher resolution available.
White_gem.png (16 × 16 pixels, file size: 204 bytes, MIME type: image/png)
A 16x16 vanilla NetHack tile of the object 'white gem'.
File history
Click on a date/time to view the file as it appeared at that time.
Date/TimeThumbnailDimensionsUserComment
current12:28, 1 August 200616 × 16 (204 bytes)BotFenix (talk | contribs)A 16x16 vanilla NetHack tile of the object 'white gem'. Category:16x16 tiles
You cannot overwrite this file.
File usage
The following 15 pages uses this file:
Gem
List of vanilla NetHack tiles
NetHack 3.2.0
NetHack 3.2.1
NetHack 3.2.2
NetHack 3.2.3
NetHack 3.3.0
NetHack 3.3.1
NetHack 3.4.0
NetHack 3.4.1
NetHack 3.4.2
NetHack 3.4.3
NetHack 3.6.0
NetHack 3.7.0
User:Rhebus/Gem table generator/Gem table output |
# File:Acid blob.png
File
File history
File usageNo higher resolution available.
Acid_blob.png (16 × 16 pixels, file size: 235 bytes, MIME type: image/png)
A 16x16 vanilla NetHack tile of the monster 'acid blob'.
File history
Click on a date/time to view the file as it appeared at that time.
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current08:43, 1 August 200616 × 16 (235 bytes)BotFenix (talk | contribs)A 16x16 vanilla NetHack tile of the monster 'acid blob'. Category:16x16 tiles
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Acid
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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
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User:EasterlyIrk/Scratchpad
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# Experience level
Your experience level in NetHack is a measure of the overall power of your hero and progress of your adventure. You start at level 1, and can level up to 30 at the highest. As you gain experience, you become better at both fighting and magic, but more difficult monsters are generated.
Experience points (XP) are the units that you accumulate to increase your level. Depending on the showexp option, you may see a display of your XP or only see your current experience level.
Contents
1 Effects
1.1 Benefits
1.2 Drawbacks
1.3 Thresholds
2 Gaining levels
3 Losing levels
3.1 Deliberate level drain
4 Experience points required per level
4.1 Total
4.2 Per level
5 Messages
6 Monsters
7 Strategy
8 Variants
8.1 SLASH'EM
8.2 UnNetHack
8.3 FIQHack
8.4 EvilHack
9 References
10 External links
Effects
Gaining an experience level has a number of effects on gameplay:
Benefits
Your maximum hit points and their recovery increase.
Your maximum energy and its recovery increase.
You gain an additional skill slot.
Your chance of hitting in combat increases.
Your chance of successfully learning spells from uncursed spellbooks increases.
At levels divisible by three, your spellcasting success rate increases.
The chance of your spells overcoming monster magic resistance increases.
The spell of magic missile deals more damage.
The spell of protection grants more AC at level powers of 2.
You are more likely to convert an altar.
A spellbook granted as a favor is more likely to be a useful one.
You are more likely to successfully play certain musical instruments, and the range of some of their effects increases.
You are more likely to find a container trap when searching for it.
A Rogue deals more backstab damage.
At specific levels, the range of the turn undead command increases, and the duration of the helplessness it causes decreases.
High-level polyself forms last longer.
Nurses are more likely to raise your maximum hit points.
The average enchantment of generated items determined by rne very slightly increases.
Drawbacks
More difficult monsters are able to be generated, and they can be generated at higher monster levels.
Monster groups are larger.
Protection and other favors from an aligned priest become more expensive.
The summon nasties monster spell can summon more monsters.
A squeaky board can awaken monsters from further away.
Thresholds
Certain roles gain intrinsics at specific levels.
You must at be least level 3 to receive a sacrifice gift.
An elf gains sleep resistance at level 4.
Lawful characters must be at least level 5 to dip for Excalibur.
Wizards must be level 8 to invoke teleportitis at will, while other characters must be level 12.
Monsters become more proactive about fleeing or healing themselves at levels 10 and 14.[1]
You must be level 14 to get permission to begin the Quest from your Quest leader.
A Tourist at level 15 is no longer automatically considered a sucker by shopkeepers.
The turn undead command may pacify or destroy certain classes of undead at specific level thresholds. At level 16, it may also turn demons.
Gaining levels
There are several ways to gain an experience level, ranging from obvious to somewhat obscure:
Experience points (mostly from killing monsters)
Quaffing a blessed or uncursed potion of gain level
Eating a wraith corpse
Chance from incubus or succubus encounter
Chance when polymorphing into your own race
Chance of regaining a lost level when praying successfully at a coaligned altar
Regaining a lost level when quaffing a potion of full healing. Up to half of your lost levels can be regained this way.
Regaining a lost level when quaffing a potion of restore ability. All of your lost levels can be regained this way; all at once if the potion is blessed.
You may never gain more than one experience level at a time; killing a water demon at XP1:0 will only put you on 2:39, not 4:148 as might be expected. (You can, however, gain multiple experience levels in a single turn, as for example when a beginner character manages to destroy many creatures at once with an exploding gas spore.)
If you are already at level 30, experience points will not raise your level. Except for polymorph, effects which instantly increase your level can still increase maximum HP and energy at level 30.
Losing levels
The following effects can decrease your experience level:
Level drain attacks
Monster attacks—vampire bite, wraith touch, or Demogorgon sting
Getting hit by the Staff of Aesculapius or Stormbringer
Casting the drain life spell on yourself.
Chance from foocubus encounter
Chance when receiving a god's anger from incorrect prayer or sacrifice
Chance when polymorphing into your own race
Drain resistance protects against all these except polymorph. In addition, magic cancellation protects against level drain from monster attacks.
Having a level drained puts you a single experience point below the threshold of the level you just lost.[2] If you gain any experience at all, you will regain a lost level, but only one level can be restored in this way. A blessed potion of restore ability will immediately restore all lost levels to your former maximum, while uncursed potions of restore ability and blessed potions of full healing will restore one level at a time. However, full healing will only restore half of the levels that were lost (rounded up).
When losing a level, your HP and maximum HP are both decreased by the amount they had increased when you last gained the lost level, to a minimum of one. Energy and maximum energy work similarly, down to a minimum of zero.[3] Being drained below experience level one is deadly, although an amulet of life saving can rescue you, leaving you at level one with no experience.[4]
Deliberate level drain
You may sometimes want to deliberately drain levels for several reasons:
Donation rewards from aligned priests are cheaper at lower levels. By draining to level 1, you may be able to cheaply buy many points of protection and enough turns of intrinsic clairvoyance to last the rest of the game.
If you have increased your constitution or wisdom since you gained your present levels, you may drain and regain your levels to increase your maximum HP and Pw.
If you have spent skill points enhancing a skill that you no longer find useful, you may drain levels to lose skill points until the skill is un-enhanced, then regain levels and reallocate the skill points to a more useful skill.
Lower-difficulty monsters will be generated when your level is lower.
Be careful that you do not accidentally drain below level 1 or get killed by unexpected combat while you have low HP, no skill points, and a lower to-hit. You may want to wear an amulet of life saving as insurance.
You will probably want to regain all your lost levels with a blessed potion of restore ability after the purpose of the deliberate level drain is fulfilled.
In versions prior to NetHack 3.6.0, a bug called "drain for gain" existed. This bug allowed players to gain an arbitrary amount of maximum HP and Pw by repeatedly lowering their stats, draining levels, regaining stats, and regaining levels, since HP and Pw loss during level drain was based on current stats. Since NetHack 3.6.0, the HP and Pw gain are remembered when gaining a level, and the remembered amount is subtracted when draining, so this exploit no longer works: you can now only gain a finite amount of HP and Pw through drain and regain.
Experience points required per level
Several variants alter the experience requirements to reach each level; these are included in the tables below. (xNetHack and SpliceHack-Rewrite use the FIQHack column.)
Total
Level
NetHack
SLASH'EM
dNetHack
FIQHack
SLEX
EvilHack
1
0
0
0
0
0
0
2
20
40
20
20
20
20
3
40
80
50
40
40
40
4
80
160
100
80
80
80
5
160
320
200
160
160
160
6
320
640
400
320
320
320
7
640
1,280
800
640
640
640
8
1,280
2,560
1,600
1,280
1,280
1,280
9
2,560
5,120
3,200
2,560
2,560
2,560
10
5,120
10,000
6,400
5,120
5,120
5,120
11
10,000
20,000
10,400
10,000
10,000
10,000
12
20,000
40,000
15,600
15,000
20,000
20,000
13
40,000
80,000
22,800
21,000
40,000
40,000
14
80,000
150,000
32,500
28,000
80,000
80,000
15
160,000
250,000
45,200
36,000
130,000
160,000
16
320,000
300,000
61,900
45,000
200,000
320,000
17
640,000
350,000
83,100
55,000
280,000
640,000
18
1,280,000
400,000
109,300
66,000
380,000
960,000
19
2,560,000
450,000
141,000
81,000
500,000
1,280,000
20
5,120,000
500,000
178,700
100,000
650,000
1,600,000
21
10,000,000
550,000
223,000
142,000
850,000
1,920,000
22
20,000,000
600,000
274,500
188,000
1,100,000
2,240,000
23
30,000,000
650,000
333,800
238,000
1,400,000
2,560,000
24
40,000,000
700,000
401,500
292,000
1,800,000
2,880,000
25
50,000,000
750,000
478,200
350,000
2,300,000
3,200,000
26
60,000,000
800,000
563,900
412,000
3,000,000
3,520,000
27
70,000,000
850,000
659,600
478,000
3,800,000
3,840,000
28
80,000,000
900,000
766,300
548,000
4,800,000
4,160,000
29
90,000,000
950,000
885,000
622,000
6,000,000
4,480,000
30
100,000,000
1,000,000
1,000,000
700,000
8,000,000
4,800,000
Per level
Level
NetHack
SLASH'EM
dNetHack
FIQHack
SLEX
EvilHack
1
0
0
0
0
0
0
2
20
40
20
20
20
20
3
20
40
30
20
20
20
4
40
80
50
40
40
40
5
80
160
100
80
80
80
6
160
320
200
160
160
160
7
320
640
400
320
320
320
8
640
1,280
800
640
640
640
9
1,280
2,560
1,600
1,280
1,280
1,280
10
2,560
4,880
3,200
2,560
2,560
2,560
11
4,880
10,000
3,600
4,880
4,880
4,880
12
10,000
20,000
4,000
5,000
10,000
10,000
13
20,000
40,000
5,000
6,000
20,000
20,000
14
40,000
70,000
6,000
7,000
40,000
40,000
15
80,000
100,000
7,000
8,000
50,000
80,000
16
160,000
50,000
9,000
9,000
70,000
160,000
17
320,000
50,000
11,000
10,000
80,000
320,000
18
640,000
50,000
13,000
11,000
100,000
320,000
19
1,280,000
50,000
15,000
15,000
120,000
320,000
20
2,560,000
50,000
17,000
19,000
150,000
320,000
21
4,880,000
50,000
20,000
42,000
200,000
320,000
22
10,000,000
50,000
23,000
46,000
250,000
320,000
23
10,000,000
50,000
26,000
50,000
300,000
320,000
24
10,000,000
50,000
29,000
54,000
400,000
320,000
25
10,000,000
50,000
32,000
58,000
500,000
320,000
26
10,000,000
50,000
36,000
62,000
700,000
320,000
27
10,000,000
50,000
40,000
66,000
800,000
320,000
28
10,000,000
50,000
44,000
70,000
1,000,000
320,000
29
10,000,000
50,000
48,000
74,000
1,200,000
320,000
30
10,000,000
50,000
55,000
78,000
2,000,000
320,000
The following graphs show the amount of XP required for each level in vanilla, SLASH'EM, dNetHack, EvilHack, and FIQHack (xNetHack and SpliceHack-Rewrite use the same graph).
Messages
Welcome to experience level
<x>.
You gained a level.
Aloha level <x>.
You lost a level as a Tourist.
Sayonara level <x>.
You lost a level as a Samurai.
Farvel level <x>.
You lost a level as a Valkyrie.
Fare thee well level <x>.
You lost a level as a Knight.
Goodbye level <x>.
You lost a level as any other role.
Monsters
Main article: Monster level
Monsters also have experience levels, but they are largely a function of their maximum hit points. When a monster (usually a pet) kills another monster, it gains a few maximum hit points. Unlike the player, monsters do not gain current hit points when their max HP increases. Some monsters can grow up into more mature monsters by gaining experience levels.
Strategy
Every character must reach level 14 at some point to complete their Quest and retrieve the Bell of Opening, required for the Invocation ritual. In general, levels beyond 14 only provide a real power boost for characters who are heavily into spellcasting. Other characters get more HP and to-hit chance, but alchemy, nurse dancing, Luck, and enchanting your weapon can substitute for these boosts. The minor gains from higher levels should be weighed against the more powerful monsters that a high-level character will face.
Most characters can level up to 10 or 11 fairly easily just by killing monsters. However, since the required experience points double with each level, while the points granted by more difficult monsters rise more slowly, you will most likely have to resort to alternative leveling methods to reach level 14. For example, a level 13 character would need to descend to at least dungeon level 23 to fight a Jabberwock, a rare and very dangerous monster. They would then need to kill 82 Jabberwocks just to reach level 14; most other monsters they would encounter grant far less experience.
The following information pertains to an upcoming version (NetHack 3.7.0). If this version is now released, please verify that it is still accurate, then update the page to incorporate this information.
You can bypass the Quest level requirement by killing your Quest Leader, but this comes with severe penalties. It's only recommended for speed runners or characters who have locked themselves out of the Quest, not for those who simply don't want to level up.
Variants
SLASH'EM
Getting zapped with the drain life spell or a wand of draining drains an experience level. Using draw blood to make a potion of vampire blood also drains a level, but you are put at the minimum experience for the new level; killing a monster won't get the level back.
In SLASH'EM, a character usually gains enough experience to reach XL 30 naturally without farming. This advantage is slightly balanced by the higher experience requirement at low levels; most early characters will be about one level lower than their vanilla counterparts.
UnNetHack
In UnNetHack, Monks receive the message "Punardarsanaya level <x>" when losing a level.
FIQHack
In FIQHack, the EXP formula was replaced and it is generally much easier to gain new levels after level 10.
Level-draining melee attacks are no longer blocked by MC, each successful attack will drain a full level.
While you are level drained, experience gain is boosted significantly. Quaffing a blessed potion of full healing will restore all lost levels, not just half.
EvilHack
In EvilHack, it's still an exponential growth curve like vanilla, but the curve ends sooner (level 17 instead of 22), and the experience needed to progress is much less (320,000 per level instead of 10,000,000 per level). The logic being, the player can reasonably/realistically reach the maximum experience level from killing monsters only, without it being too easy to do so.
References
↑ src/muse.c in NetHack 3.6.6, line 399
↑ src/exper.c in NetHack 3.6.1, line 235
↑ src/exper.c in NetHack 3.6.1, line 214
↑ src/exper.c in NetHack 3.6.1, line 205
External links
HP and power starting values, level increases, and regeneration in NetHack 3.4.3
This page is based on a spoiler by Dylan O'Donnell. The original license is:
Redistribution, copying, and editing of these spoilers, with or without modification, are permitted provided that the following conditions are met:
The original contributors to any spoiler must continue to be credited.
Any modifications to the spoiler must be acknowledged and credited.
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